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malkuth

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Everything posted by malkuth

  1. I can add it to known issues but bootstraps is gone next version so won't do a new version for it.
  2. Ah so the reason that mission Optional Goal does not work is because the Altitude flag has to have the evaNotAllowed=false. Since it does not then its not accepting an EVA right now. Most EVA goals are seperate and this issue does not arise. But replace this in your file and it should work. Mission { name = Katurn I description = Launch from the KSC, achieve a stable orbit, complete an EVA, and safely land. Optional goal of taking an extended spacewalk during EVA and returning to vessel. reward = 65000 category = MANNED, ORBIT packageOrder = 5 OrbitGoal { body = Kerbin crewCount = 1 minPeA = 80000 maxPeA = 85000 minApA = 80000 maxApA = 85000 } EVAGoal { description = Complete an EVA with at least one crew member. } SubMissionGoal { description = Use EVA pack thrusters to ascend to an altitude of at least 86 kilometers before re-boarding the vessel. optional = true reward = 35000 EVAGoal { } OrbitGoal { throttleDown = false body = Kerbin minAltitude = 86000 [B]evaNotAllowed = false[/B] // add this to fix the EVA problem with this mission goal. } } LandingGoal { description = Land the vessel on the surface. body = Kerbin } }
  3. I will check it out when I get a chance. But EVA goals automatically get the evaNotAllowed=false automatically. - - - Updated - - - Yes that would be great. The current parts that MCE has is. Rover Research Box. Simply a part that scans while on ground. Orbital Research Box. An oribital version of the rover box.. Or vice versa the Rover Research box is rover version of Orbital Box. Repair Access is correct.
  4. Man 64Bit version to boot. Loads of fun. Now I can use the 24 Gigs of ram finally. lol.
  5. Believe that settings file includes Current Vessels. So if you have 40 vessels, and only 20 Debris then you will never have Debris. If you have debris set to say 60, then you can have 20 Debris with your current vessel count. Could be wrong but sounds about right. Also make sure that you filter back in the debris, its off by default in Most map views. the little icons that pop out when your bring your cursor to top of the Screen.. Shows all different vessels you can show in map views.
  6. I have to be honest. Didn't like any of the names.. So filled in my own.
  7. Come on are you serious? you can't even take your significant other to go watch a crappy 2.5 hour Hollywood movie anymore. Or take your family to A McDonald's poison shop for less than 20 bucks...
  8. Ok so in that situation AutoRecyle won't work for you. But you can recover the parts in TrackingStation like I mentioned above without any issues.
  9. Not if ksp didn't auto destroy them. If they are still in game then KSP didn't destroy them. MCE is looking for that to happen to give you auto Recycling. Not sure what is going on in your game but if your taking off with a rocket your going straight up. Once you hit the 2.5K mark separating your vessel from the spent stages KSP will auto destroy the spent stages. If your rocket failed, and you came down with the boosters then that could be the problem and why KSP didn't auto Destroy your boosters. You might be able to still get recycling out of the landed boosters though by going into tracking station, turning on debris, and pressing recover button for that part. Not sure if that still works or not, have not tried in a long time to do it that way. Edit: I can verify that going into trackingStation and using its recover Vessel on landed parts works. Can clean up your yard pretty well and make a pretty good profit.
  10. The auto Recyle does not work that way. Auto Recyle does not recycle until the part is unloaded. If your using a Mod that keeps vessels loaded for longer distances then this will break the Auto Recycle Function of MCE. What should happen is that you take off, loose your boosters and at 2.5M the boosters will be Autodestroyed by KSP. When that happens MCE kicks in and auto calculates based on what you have for parachutes and at least a Drag of 70 for that part with parachutes. If you pass the 70 Drag Check you get recycle. If not, then you don't. You can see the whole process working in the Debug menu, and it will tell you if it passed or not. And give you an idea what more you need to add for parachutes to get it to work. If you research Assisted rocket landing, you can bypass the parachutes and use rocket engines to land (again its all calculations and not actually done). Its been changed in .70 you now need a DeltaV of 500 and TWR of at least 1.5 on your part at separation to work.
  11. Something to keep in mind, and its not really a MCE problem but a KSP problem. KSP updates the Default values of all parts when the game starts up. But does not keep in mind any Research Updates that reduce fuel prices or Part Prices. So when your looking up parts in the list, its more then likely the price listed on the KSP default window when reading about it is wrong. (doesn't include updated prices). But the prices are updated in the MCE window with part breakdowns as listed in the picture, so its not a good idea to try to math out the price listed in the KSP Vanilla window and the MCE window.. Not going to work if you have Research done. Vanilla is wrong.. MCE is correct. All this is moot once .24 comes out and MCE starts using the Default Values again and not its own algorithms.
  12. what part you guys talking about? Auto Recycle or The manual Recycle you get when you press the Recover Button?
  13. MCE is mostly for Vanilla KSP. I don't really have the time to make 2 different versions of everything at the moment. I also don't play RSS, so I would not even know where to begin to make missions for it. Sorry. I will check out your edited config file though, might give me an idea for future reference.
  14. Yes the fuel prices in the list a separate from the tank cost. They are combined at the end.
  15. No, I don't believe you will. I have not used EL, but from what others have said to me you don't get charged because EL spawns the vessels in game and docks them. Which is different then what MCE looks for when charging for launch cost. And if it does become a problem you can cheat the system by, manually turning on engines and launching. Then your safe to push spaceBar for stages. But I'm pretty sure you don't need to do this.
  16. Passive missions no longer work, and I was not aware of any missions that still used them. The missions packs on front page are pretty old and some might use old code that no longer is supported.
  17. Should not despawn if you have a pod on it. So if you only have a pod on the one ship, once you detach from the plane, the plane becomes debris and will despawn. If the plane itself has a remote pod on it, then it should not despawn until it hits the ground.
  18. if you guys want to start selling kethane from say an orbital station, you can make a copy of PurchaseTank folder and rename it and use this config file. sorry didn't include it in release. but this should work. The model texture can be edited they are only .png files. by the way the tank used in MCE tanks is the default Rockomax X200-32 Fuel Tank. You can also just add the modules to any other tanks you want to use to make them work.. Keep in mind the issues I mentioned though about fuel transfer. Their is a huge exploit, but also the Purchase tank has no issue stealing all the same fuel from any other tank attached and not paying you for it!!! So be careful! PART { name = KethanPurchaseTank // name your folder for this. Just copy the purchaseTank folder and rename the copy to this. And add all the models, and textures and this config.cfg file. module = Part author = Malkuth mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = heavyRocketry //change this to what you want, both resource tanks are released in heavyRocketry for MCE tanks. entryCost = 8800 cost = 10000 category = Utility subcategory = 0 title = Malkuth Industries Kethane Selling Tank manufacturer = Malkuth Industries description = This tank is used to Sell Kethane from the Kethane Mod, it can work anywhere... Even in space! attachRules = 1,1,1,1,0 mass = 1.2 // should not have to raise this kethane itself is more dense and heavy I believe when the resource is added to tank. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 3 breakingForce = 200 breakingTorque = 200 maxTemp = 900 NoCrossFeedNodeKey = bottom // this stops a pretty big problem, but will not be a huge issue with kethane since its not usually connected to other tanks. Suggest still keeping sell tank separate from others! RESOURCE { name = Kethane amount = 0 //don't cheat and add kethane to tank. Not the way kethane was meant to be used.. Mine it! maxAmount = 2880 } // change the resources to whatever you want, resourcePurchase will read them. Only 2 resources per tank! And make sure the MCSettings.cfg file has a value for your Resource. MODULE { name = ResourcePurchase } } Kethane itself in price is inbetween Oxidizer and Liquid fuel in price. So keep that in mind.
  19. Thanks UAL002 I have never used Fuelbalancer so don't know how it works. It can add fuel on kerbin? I have thought about taking the dockingports off repair missions because I use KAS also. But my concern is that people that don't realize you have to do some sort of docking to actually transfer repairParts to the satellite will get lost. And I will get about 50 reports that Repair does not work. I guess I could take it off as requirement and spell it out clearly in the mission description. But also the docking part is what is used to id the ship your suppose to dock to. Thanks for help if you can, I need it real bad with the part models. I mean I could totally make a 3d model of anything thats the easy part. The make it or break it of parts though is the texture though. And I have had no luck with textures at all. Trying to figure out the mask on the Tanks for the Refuel Models was a nightmare and I basically just gave up. (always came out black) The 2 new contracts are just landing missions, I really wanted to add a new Mission Goal and require player to do a Sample. But ran out of time. I also wanted to make it biome specific but that would been a huge amount of work to write in random code for both mun and minmus biomes.
  20. Update .71 Released. 1. Fixed a possible bug or issue with the RoverLanding Mission Goal. Sometimes the is Rover Landed check did not work. It should be better now. The actual problem was that the part was sometimes not being activated so the check was not being placed. I have forced the part to activate now on start, so should work fine. Also can land dry or wet. Both are separated and shown in the GUI window now. 2. Added: Added 2 more contract missions. Manned landing on mun and minmus. 3. Added new Ground Crew Modules. These are designed to help with Plane Operations. The Refuel Tank can purchase Fuel and operates only while landed and while on kerbin. Use it as part of a fuel truck, to help Refuel your Planes on ground without having to spawn in new tanks. Kas is almost a must for the fuel transfer to plane.. Other than that you need to use dockingports to connect. 4. Added new Ground Crew Modules. 2nd module is a sell module, it can be operated anywhere, and will buy back resources that you place inside of them. Kethane support can be added if you change resource to kethane. Kethane has been added already to MCSettings.cfg file and now has a cost value. You can't buy kethane though.. So don't try. 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.
  21. Ya Im not sure about this. But if you land in water then I think it always counts as landed in water even if you drive to dry land. Not until you lift off ground a little, and land dry will it count. Its a limitation of how KSP is deciding what a vessel is I think. I will have to do some more test to see if this is the case. Also there is a bug in the RoverCode I just caught.. Should not effect this at all. But basically the landing site for Rover Research is always the same planet... Until you exit game come back in. Fixed in the next update. Or I can just add the LandWet value and call it good too. Let me do some more test, and see if my theory is true.
  22. From what I read there will be launch cost. And resource cost too. So I can see a new value being added to resource (IE COST). Parts already have a cost = whatever. They always have this will be I think AllParts + All Resources at launch. Parts also have an Entry Cost which is what I believe is the cost in Money to research the actual part off the Nodes. Now if all this is going to be in .24 not sure. But the frame work is already in place. Unless it takes a drastic change in development. It’s not hard having an economy in game, if the stuff is balanced ok. For instance In MCE I have set up the economy the player does a few Contract missions, build up Budget. Then do what you want, while you drain your budget. At least that’s the way I play MCE and made it work. Not meant to be an only choice is to do contracts. That’s it. That is not good in my opinion. Contracts should make a good profit to help you do your own missions you want. In MCE you’re not charged for vessel until you hit the spacebar at launch. Not charged in VAB. Unless the devs go a little more dramatic with some sort of Ordering System for vessel, purchase 2 Type 1 rockets. You can then push the launch button and take off with Type 1 rockets. Next time in VAB you still have 1 type 1 left and still can push launch button. That would be neat, but I doubt it. But keeping in mind that having your game cluttered with 1000 Mission Objective vessels (like satellites) is not a very good idea. So Balance is the key word.
  23. Already does, the part checks what resource is in part and uses them. Right now it can only use 2 resources per tank though. Of course default is Liquid Fuel and Oxidizer, but you can change the tank and make it what you want. Still WIP might add a config file, been thinking about actually releasing it as a seperate download for when .24 comes out that deals with ground operations for planes. And yes, could do the opposite. Easy. Ill work on it some more.
  24. How can we forget that launch tower, the destroyer, of destroyers.
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