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KSP2 Release Notes
Everything posted by malkuth
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Hi, loaded up your game and I was able to get the repair vessel to load into the system. I used the debug tool to actually run the program, but usually you have to wait 24 hours in game for the automated system to run. You have 4 vessels in space and I think 3 of them have the repair part on them. What I did notice and totally forgot about is that the Single Mission Repair Mission in random contracts does not work anymore and all repair missions are now done from the contracts missions instead so I will have to make sure to delete that mission in random missions (randommissions mission package) next version. So things seem to be fine on my side with MCE. Have you tried the debug tool yet? Its the Find Vessel Repairs button and if you have the bebug menu open you will be able to see MCE choosing one of your satellites in space. Also note the automated system is completely halted until you finish or dismiss your current contract, right now your contract is locked in place which actually stops the whole system from running every 24 hours in game. And last note when testing the automated system it runs like this. If you use time compression in the spaceCenter view or any other screen you must go to another screen for the time acceleration to take effect. In the case of MCE it only checks at a scene change and is not monitored real time.
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Yeah that is a limitation of how Nathan wrote it. It will take the engine with the most twr and skip the others. I figured this might cause problems with mods with multiple engines. Not only that but if u have 1 engine a moduleenginefx and one just moduleengine the program will only count the fx engine right now. Just for you know.
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Well the problem stems from Kerbal Space Program only has 1 way to track a vessel and what it is. Thats Vessel ID's. Every vessel in game gets a vessel ID. When a vessel docks with another vessel they combine into 1 vessel ID. And when they seperate they both become 2 different ID's. So MCE uses these ID's to keep track of what Missions have been done by what vessel and what objectives are also done by this vessel. The system is great most of the time because the player can run multiple missions at the same time. For instance using your example, player can launch a vessel to Jool. MCE records any objectives for that jool mission for that vessel ID. Player now wants to run a mission to his space station in Kerbin Orbit. Player deselects Jool mission and runs the Space Station mission, finishes it.. Maybe he runs 3 other short missions and finishes it. The jool vessel is about to get into Jool orbit. Player loads the mission back and loads the vessel. MCE will continue from where the player left off because the Vessel ID is saved for the jool mission under this players vessel. MCE see's that the player already did such and such missions and is ready for next objective which is orbit duna. Player orbits duna and finishes objective and mission and gets paid. This is how it works right now most of the time in game, as long as player vessel ID never changes. Where things go wrong with apollo style missions. Player with same jool mission loads up the mission and the vessel. Player is to land on tylo. Player enters tylo with same vessel hes been using the whole time. But his lander is a completely separate vessel with its own pod (this is important). Player is in tylo and seperates the lander from the rest of vehicle. The new lander now gets assigned a brand new vessel ID because the Command vessel still retains its old ID (its still a playable craft because it has its own pod). The the players new craft with completely new ID doesn't register with MCE as completing any of the objectives before hand. So MCE thinks this is a new Vessel doing the mission over so its waiting for this vessel to complete the objectives before getting to Jool. Thats the nut of it. This can be bypassed by using the VesselIndependent = True value in MCE for the landing goal of tylo. What this means is that once whatever vessel lands on tylo the mission objective will record for any vessel, even an EVA kerbal. Once the player goes back to the command pod, nothing matters anymore because the command pod has the old Vessel ID and can complete the rest of mission without VesselIndependent. the problem now is that since basically the Landing value for Tylo is never really recorded (thats what vesselIndependent does by the way) the player now has to finish the rest of this mission in one play through without leaving, or the landing on tylo will reset. Thats about it. As for a new system, I have thought about doing a tagging system. Once a vessel launches its actually tagged. And any vessel that is Undocked from it gets the same tag. And MCE tracks the mission objectives using this tag. Its a lot of work though and something that might be trying once I have to completely recode the whole Mission System. Which might be the case for KSP .24.
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Hmmmm don't see anything strange from MCE from that file, MCE even changed all prices correctly and had no errors, after that not to many reports from MCE. Is it possible the mods you have installed including Toolbars might be lagging your system down? I know in windows that if KSP goes over 3 megs of ram bad things happen. Not sure about linux though.
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All the mission files are called FileName.mpkg and are located inside the \Kerbal Space Program\GameData\MissionController\Plugins\PluginData\MissionController folder. Some of the optional files are pretty old and might not work well with the new campaign system in kerbal space program. Mostly because of part availability.
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SelectRoot does something totally different. It's an editor feature for you can change which part of the ship is the main Hook for all the other parts. The ID of vessels are stored in flight. And every single vessel gets an ID. Your Apollo lander has one ID when its all together, the minute you disconnect the Lander from the CM the Lander gets a different ID (Because your lander has another Different Pod so gets new id). When you connect them back the lander reverts back to the CM ID. When you dump the Lander, you still keep the CM ID for the CM and the lander you dumped gets its old ID back.
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Slide show usually means your getting massive Errors in the log file. Can you show me the output_log.txt located in \Kerbal Space Program\KSP_Data folder. Or at least tell me what the massive list of errors is.. Its a huge file, but the repeated list of errors should be very noticable. Its best to use output file, because in game will not tell you whats causing it. yeah you need toolbar to navigate the menu system.
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If the ship ID is changing then it won't work no. Its the only way to keep track of whats been done and with what. Its not so much a limitation of MCE but a limitation on how Kerbal Space Program works. What missions are you doing, I can, or you can add the independent ID to landing goals and it should be fine Apollo style. Only issue is that this causes other issues might not notice right off. Also I made a suggestion a few pages back on making custom missions that will work Apollo style. takes about 1 min to make a custom mission with Custom Contract maker in game. Copy and paste this code and replace this mission 9 - Early Manned Missions Landing Mun in the randompack with this version. This is in the RandomMission package. Mission { name = 9 - Early Manned Missions Landing Mun description = Our Early Years are all about the learning of Rockets. Today It's time to land on the Mun. category = MANNED, LANDING reward = 230000 scienceReward = 5 repeatable = true packageOrder = 9 LandingGoal { body = Mun vesselIndenpendent = true } LandingGoal { body = Kerbin vesselIndenpendent = true } } Any other missions that are simlur can have the same thing added. Only vesselIndependent = true was added to landing goals. Again this could cause other issues, like when you jump out of the vessel with a kerbal it will record it as another seperate mission being done, just with the kerbal. Thats why I don't include this code in the Normal Release. You should only really have to add it to kerbin landing, because with a two goal mission like this. It does not matter what vessel is recorded with the mun landing. The problem will happen when you hit kerbin landing and not using the same vessel as Mun landing. So adding vesselIndenpendent = true will fix that issue for kerbin. Also I added this to the Known Issues with the workaround for later refrence.
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Alright did some quick edits and found a way to add ModuleEngineFX to Assited Rocket Landings for anyone that already downloaded .68 you can get the new .DLL In this link. For all others that are just downloading MCE its included in .68 as a hotfix. The New .dll HOTFIX for those already downloaded. just replace the old .dll file with this new one in the MissionController folder in gamedata.
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I think this is the first one correct? If so, you might be confusing a decimal with comma. The mission reads like this. liquid fuel minamount 3000 monopropellant minamount 1500 in game it might read like this since MCE uses Decimals 3,000.00 1,500.00 A lot of the orbital missions are meant to supply your existing stations with fuel, and kerbals.
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Yes, I have supported the prices for Interstellar mod. But have not used it for a while, because of some of the high ISP engines in interstellar they tend to be very expensive to launch though. VERY expensive! But the bright side is that the way interstellar works means you usually keep the same vehicles in space anyway and can upgrade them in space (that has no cost from mce).
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New version .68 released for MCE. Fixes: Realchutes version 1.1 above now supported thanks Magico13 Fixed an issue with Assisted Rocket Landings auto recycling (didn't even know it was in game) Added a new research node to MCE research tree for Assisted Auto Landings. Added new info screen for descriptions of Research items in MCE tree. for those wanting to know how the assisted auto landing recycling works. All you need to do is make sure that the stage has at least 1000 DV left in it, and a TWR of 1.5. When the spent stage is removed from game MCE will run a test to see if it passes the requirements. When it does you get credit for landing. You don't have to land it yourself its all automated. Oh and important don't have parachutes on the part you want to auto land. This does not apply to trying to land a player operated craft! This is for AUTO RECYCLING ONLY!! MCE will not LAND YOUR PLAYER OPERATED VESSELS FOR YOU. oh god why do I see this being an issue later....
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Never Mind I managed to get Rocket Assisted Auto Landing to work again. Don't ask.. I will have a new version of MCE released soon, after some more testing. Thanks Bio for pointing out something I didn't even know MCE had. LOL. Current fixes New Realchutes version 1.1 and above supported Rocket Assist landings now work again. Rocket Assist Landing now added to MCE Research Tree and can be unlocked once you research Recycling. New Info Menu to tell you what each research does in the research tree. Be out soon.
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thats because those engines use the new ModuleEngineFX and not ModuleEngine But even with moduleEngine the code still gets stuck on the Propellant part. So I will have to see what is up with that. But to include moduleEngineFX still will require part of the code to be redone to include it. Edit.. Hmmm I don't have really any time to work on this. But nothing but Electric seems to be kept in the ProtoPartResourceSnapshot if anyone has any idea could use the help, I don't think I can get this to work correctly. Might have to completely scrub it from the code. Of course this is trying to check a part that is not undercontrol of player and is considered junk. So starting to think its a KSP bug or a feature thats not working.
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Done multiple test on the code for powered auto landing. The facts are it just does not work and will need to be completely rewrote. Its not reading the Propellants correctly for some reason and does not include the new moduleengineFX so won't work with most new engines anyway. So at this time, those type of auto landings just don't work sorry. BIO the code in fact worked at some point. Nathan would not have released it if it did not. I'm thinking some of the FASA parts are still using older code values from earlier KSP versions and might explain why they work. Something in an update broke it for all the new parts, and parts that have been updated.
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Ah ok, I don't remember anyone adding that, but let me check the code to see if I can find it. Might been something nathan added a long time ago to test. Edit. Ah yes nathan must of snuck this in before he left, its using only moduleengines at this point to test the values, I will have to add the new module engine fx to make it work with new type engines that use ModuleEngineFX. 2nd update your right its not reading the fuel, seems to be picking up only electric charge for somereason, the next question is does KSP actually read other fuel types in parts that are considered uncontrollable? Doesn't seem it does if its only picking up electric charge, which I guess makes a little sense to see if part can still fuction.
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Hmmm did you have the numbers backwards? 208K is less than 450K. In your example you got paid way more. But without a little more info I'm not sure why this happened. Its possible I guess that the Contract Company was reset if you Reverted, and the check for the company name was saved after the BACKUP file was saved. I have had this happen a few times in my game. Also if your in dept as you can tell you don't get all your mission payout. To reset the budget you can reset it in the settings menu in game. But this also reset your whole .sp file so any missions you have done will be gone. You can edit the .sp file for your game, but make sure you edit the file while not running KSP. As for the chutes, you don't even have to have them open up. As long as they are on the part that is falling, and KSP unloads them (usually because they are out of range or destroyed by game) you will get paid. And of course you have parachutes on the parts. Mods that extend the unload distance of other vessel usually totally break the auto recycle because they never unload.
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Hey bio are you using the Realchutes newest version? Things have changed and the code in MCE no longer works in MCE for the newer versions of RC. Im working on a fix now but take some testing before I get it out. As for the altitude part there is no limit. The auto recycle in MCE works when KSP auto Destroys the part. Once that happens then the calculations for the auto recycle kick in. I guess its possible that if the part is not being unloaded and destroyed then autorecycle will not kick in.