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Everything posted by malkuth
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makes sense if tweakscale effects weight of part. MechJeb had two problems with MCE that I fixed somewhat. Its weight is really low and messes with MCE value, and it also has ModuleCommand that is very expensive in MCE. A quick fix was to adjust the price for its current weight, and Brought it down to about I think under 2500. But if tweakscale is bring the weight down even more then its a problem again. You can delete the ModuleCommand from Mechjeb and this should help it work with Tweakscale better. Won't effect mechjeb since nobody uses that part anymore as a Probe.
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best bet is to forget about the distance to ground.. You can do it but its a little more complicated (not much) and your going to have to do a little math. what you want is maybe just to make sure the vessel is landed so you can use that. (its already made for you) This is a value in vessel.situations that can give you status of ship, one of them is landed. So vessel.situations.landed will tell you when your vessel is landed on dry ground. so look something like this, you can modify it to work with what ever you want. You want to intiate vessel. so. Vessel vs = new Vessel(); or parameter CodeName(Vessel v) Then the code as check if (vs.situation.Equals(vs.situations.landed) { Place code. } this does not need to be persistent because you only need to check once, when player pushes GU Button. You might want to have an Else that gives a message that vessel is not landed (in case its not). Otherwise if you want to use the height above ground you will have to do calculations, and I know of 2 Mods that do this. MechJeb and Kerbal engineer. But they most likely use. Vessel.heightFromTerrain which gives you height above terrain, Vessel.altitude give you height above sealevel. then you can do your maths for 2 meters part. Also if you want height with Part, and not the vessel you will have to do a little more work to make that happen too, right now the above will only apply to the actual vessel, and no an individual part.
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You need to take advantage of OnStart and OnFixedUpdate. And also use KSPField to make things Persistent. right now you have everthing to activate when player pushes the button, so when the player changes screens or loads something else and goes back, you function is wiped and never restarted. Better way would be to have the Button to active a KspField (like a bool) Example [KSPField(isPersistant = true)] private bool activateAnchor = false; Then use OnStart() if (activateAnchor != false) { ActivateEvent(); } then onFixedUpdate() { if (activateAnchor != false) activateEvent() } What this does is KSPField keeps ActivateAnchor persistant at all times.(Saves it under the part in player save file) OnStart keeps you Fuction alive if the player leaves vessel or comes back and part activate again (only ever checks once) onFixedUpdate is the initial start of your function when player starts it from a cold state. (checks each FXframe) Then you have your function an actual separate value in code and not part of KSPEvent instead have your bool activated by push GUI Button. It might be argued that you don't need the Onstart() part, because KSPField and OnFixedUpdate should be all you need, but since what you seem to be writing is a lockdown code, I would argue you want to make sure it always work no matter what the player does. Leaves game, switches around to other vessels. You can try it without and test it for yourself.. Since OnStart() only does check once its not to much of a big deal for such small code. you also want to shut off your code, when the player is done using it. All you need is another button to Turn it off and set bool false.
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Just thought I would say that I started playing around with SSTO and noticed that indeed the landing on runway is not working correct. (your getting only 85% back, landing dry) Your suppose to get 95% + Fuel. So I thought I would share what I been doing, has nothing to do with MCE other then the prices.. But basically I build a SSTO launch it, and as long as its not destroyed it stays in the world. I park it in a parking spot, and have a dedicated Refueling Truck (that you spawn in for MCE and pay for) that refuels the Jet. Pretty nice system. Been testing a few SSTO I built and decided to keep this one. Will order 2 more and have a fleet of 3 ready for missions when needed. Thought I pass it around that sometimes you can just use KSP own system to store your vessels.. Once you buy a Jet once... Why buy it again?
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Yes Im aware of modding Mondays. I was talking more about a time issue, working on a mod is a lot of work, but doesn't come close to what the Devs of Kerbal Space Program have to do. So my thoughts were they know mods exist but not might no much about an individual mod. I plan on trying to covert some of the Contracts from MCE to the new .24 system yes. And I have been thinking about keeping some of the old missions as a Classic Version MCE type thing. Of course a big issue will be to balance old missions with the new .24 system. I have no idea what the plan is for how much people get paid, or other economy stuff. So i'm sure I will have to go through all the Payouts also. It will be some work thats for sure.
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Hope my post didn't sound bitter, because I'm really not. I just figured the squad guys are real busy and don't really have time to play many mods or enjoy them. MultiPlayer is wonky yes. I have heard some reports about it. I love the contract system I hardly myself play any of the missions anymore, only for testing purposes. By what I have read about .24 contract system I will be able to make my own Base Contracts for it, and thats the plan. First thing will be to convert the repair mission, orbit research and rover Research missions to .24 versions. And maybe if I have to add some of the other Objectives to the system if they are missing. We will see when .24 comes out, what I can do with it.
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Nope, they might not know the mod exist. Not sure, but never been approached about any questions that I know of. Not sure how much they follow mods to be honest. It makes me sad to say this but MCE is really not that popular of a mod, It didn't even get a mention in the Best Mod Voting that was on Reddit a few ago. Or maybe it is popular but one of those things were people don't notice it as much as say a Texture mod or Pretty part mod. Don't have any numbers on my dropbox, but curse is only at about 1000 downloads, and the old SpacePort I don't think ever hit 13,000. I do keep in mind though, that at some point MCE was in pretty bad shape with Missions not being complete and other issues, so its understandable why it was not very popular. But I'm pretty dam happy with .70 and where it has gone. I have now moved on to getting MCE ready for .24. My first stage is getting ranking system installed, and testing ways of disabling vessels. Also its been about 1 year now since I started working on MCE and took it over. Come a very far from that first day where I did not know anything about Programming.
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been in game for awhile now.
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I will check it out. Edit unless he updated and changed something again these are the cost of my RealChutes in my game. Realchute Cone Chute = 313 Double cone = 366 Radial = 157 Stack = 312 And I doubled checked again and My version of MCSettings.cfg is same one as packaged with .70. So Im not sure whats going on. But anyway I just kind of snuck a small update to MCSettings.cfg file from AMO28 into the .70 version in my dropbox version that fixes the high cost of Jet engines from the AJE mod. but thats only thing changed. Might want to download it and see if it helps. If not then maybe another mod is changeing the values of chutes that you are using? Make sure you don't have double copies of MCSettings in your MCE folder, or that the newer version hasn't been copied with a (1) tag at the end. (the whole windows doesn't copy over thing when it ask) Edit again.. Of course those are the default values, I enlarged the Stack to its biggest size and still only 783.
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Yes, but once you launch vessel and push space bar you get charged. KCT doesn't overwrite that. So basically go through whatever it is KCT does to stop you from launching at certain time, then you should be droped on the launch pad as normal. At this point MCE will take over and charge you once you push the space bar. MCE does not charge you when you go to launch pad, only when you actually launch.
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Well MCE is pretty much Quicksave safe as long as your smart about it. Examples. When I quick save I do it right before a main MCE objective. So If I mess up I go back to where I started before everything bad happened, and nothing is out of line. But say you have 5 objective mission (pretty rare in my work) and you do 3 objectives, and then messed up on the 4th. But you for some reason didn't quick save until before the 1st objective. What would happen is that when you loaded your quick save you MCE proggress would still be done up to objective 3. This is not really bad, because you can just get back to objective 3 and continue from there! The best thing about quicksaves is that it saves your vessel IDs.. So they never change. So complete safe to use for MCE. As for your 2nd question. Totally possible yes. But is it worth the work since .24 is coming out and the mission system in MCE will be obsolete? Anyway .70 fixed most the issues (ie its a hack but works) with Apollo style missions so I'm not going to worry about it for now.
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Have not changed any of those Parachut values in a long time. And the crater Mission was fixed long ago to. Been what I have been using all the time and the parachutes are very cheap. Of course you can change them if you wish. I also checked my Github page and I haven't updated MCSettings for 21 days. Also the Crater landing should have these values now, I just checked the download and its updated. maxLongitude = 170 minLongitude = -170
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I'm still up in the air If Im going to keep the mission system once .24 comes out. Again it changes everytime in my head what I want lol. I was thinking of maybe keeping them alive by having a classic MCE mission system. But the real plan is to make mission using the new contract system in KSP .24. And convert most of my custom missions that use Part Modules to the ksp contract system. I also might just take MCE .70 and convert it to work for KSP .24 Sandbox only! Then continue on with a gutted MCE with new ideas for .24 Career mode. That way people can play the old MCE if they wish in sandbox still. I guess I should be asking what everyone else would like? I know a lot of people use MCE only in sandbox.
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Ksp has its own revert button, and believe magico added fuction to work with MCE revert button KerbalContstructinTime. Yes I will support MCE after .24. What that will bring changes in my mind every single day. LOL. Only time will tell. But most likely will be more additions to the economy and adding my own versions of KSP Contracts using the new .24 system. I hope I can convert most of my custom missions like repair and Orbital research to the new .24 system.. Should be able to since these are just Part Modules that are made to work with MCE system. I have already plans on adding 2 new part modules for future missions. Still rough ideas but 1 is a Science Module for station that will bring in science over time. Pretty simple model of x amount of new resource will convert to Science. And you can keep suppling the station module with supply missions. 2nd one is to introduce some sort of Money making Station Module that might have to do with space Tourism. So like science.. Be bring x amount tourist (most likely a resource) to station for x amount time, gain money somehow. Also coming up with an idea to expand the Kerbal Hire system by adding the Training system I always wanted. So example would be only pilot can fly Pod, only commander can command 2+ man pod. Pilot would require a certain amount missions to qualify, then a Pilot upgrade to make pilot (money). Command same idea.. More mission and more money. I already have idea on how to disable rockets that don't meet requirement for you can't launch without having pilot, or commander in 2+ man pods. This would make your kerbals even more valuable.. And losing one, say a commander would be painful. The idea is that Jeb starts as commander, and bill and bod are just pilots. After that everyone you hire is Trainee and has to be upgraded.
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Fuel Tank Mass: Kerbal Space Program vs Science
malkuth replied to TChapman500's topic in KSP1 Discussion
Sorta assuming that a unit of measurement tank wise is = liter. Pretty sure this is why NathanKell changed these values in realFuels, because had no idea what 1 unit actual represents in real world examples. -
KSP 64bits on Windows (this time, it's not a request)
malkuth replied to Lilleman's topic in KSP1 Discussion
How many mods did you add? Its nice that this 64 bit version is working for everyone, but try to remember that not all mods play nice with each other. If you really want to know whats going on hit Alt and F12 and see what the debug menu is saying. If your getting a huge amount of Faults.. Then exit the game and go into your KSP directory navigate to \Kerbal Space Program\KSP_Data in the data folder you will find a file called Outputlog.txt file. This is basically everything KSP is doing while you play. Its a huge list and if you were getting a lot of errors in your game, this is the place to look at what it exactly is and what is causing it. Also if you crash this report is generated automatically in you KSP folder. Looks something like a bunch of numbers in a folder. Inside this is crashlogs, and copy of the outputlog.txt file. Good luck. I should also mention the way the log file logs things to help find everything. The start of file is just KSP loading all parts and mods... Very long part of list. You can find ques in the log file because the file tells you which scene is loaded. So mainmenu Loaded is a good place to start. Then navigate until you find the scene that you were having issues with. From what I tested so far, lost of plugins get broken and don't work correct. -
[ANY] FloorIt redux - press Z for 100% throttle
malkuth replied to longbyte1's topic in KSP1 Mod Releases
I was messing around and found out ways to add multiple key presses. Might be something you might want to add. For instance having z floor it. and LeftAlt + z increment or set to whatever. Anyway.. Example only.. public bool leftAlt = false; if (Input.GetKeyDown(KeyCode.LeftAlt)) { leftAlt = true; } if (Input.GetKeyUp(KeyCode.LeftAlt)) { leftAlt = false; } if (leftAlt && Input.GetKey(keybind2)) FlightInputHandler.state.mainThrottle = .5f;