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KSP2 Release Notes
Everything posted by malkuth
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KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
malkuth replied to malkuth's topic in KSP1 Mod Releases
Recompile and AVC update for KSP 1.1.3 Released. -
Update version for mission controller for KSP 1.1.3 release. No real issues fixed just recompile and AVC update to get rid of the Not Compatible message. Both contract configurator and Mission controller have separate custom contract objectives that is native only to the program in question. Should not have any issues with the two running together.
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KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
malkuth replied to malkuth's topic in KSP1 Mod Releases
Updated for KSP 1.12 and recompile + AVC Updates. -
Version 1.37 for KSP 1.1.2 and bug fixes. 1. recompiled for KSP 1.12 with AVC Updated. 2. Fixed an Apollo-Duna fail load on TargetBody4. 3. Fixed KEOSync Orbits for Satellite network contract. Should have the right values now. 4. Fixed Rover Waypoint Drive Contract showing up multiple times in contract list.
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That be great love to figure it out. On the line of site thing I have noticed that since I moved the APA and PEA objectives lower that the line of sight has closed a little tighter.. Some cases having to be right over it. The original missions I had the math set up for KEOStationary orbits.. So it was pretty accurate. In the new case have not figured out how to base it off altitude yet. Also be great if someone that had the issue with lower resolution and the MCE menu from previous versions, noticed if it was fixed yet or not?
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ContractConfiguarot won't cause issue with MCE I use it to disable many more contracts I don't want from other mods. Not sure why it was not updating in real time but sounds like that was the issue, Odd. MCE Does actually check in real time while in flight. That's part of the default way contracts work in game. Ill keep trying to look into it. Possible something interfered. Possible with the amount of mods you have. Anyway I just did an objective with almost same values, and did not have the issue. Has this happened with other MCE contracts before? You are getting a few errors from other mods in game though.
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Read your post and didn't see anything in the log file. To me even though you did say you launched a new vessel, and by reading your log file seems you launched something, and then reloaded again after something happened? (can't really tell just noticed you reloaded). Almost seems like the contract thinks the vessel is not new. So how MCE tells this, and indeed most of contracts figure this out is that everytime you launch a vessel it gets a Time Stamp. EveryTime you accept a contract it also gets a time stamp. If vessel time is greater than contract time then the objectives will work. So you accept a contract and launch right after it, should work. If you accept a contract and then goto a already existing vessel then it wont work. Does not explain the coreCheck not working though that doesn't check launch dates.. Hmmmmm.... Ah the math is hurting my head. Understood.
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Yes this is why MCE has PEA and APA below and above those numbers for the player can finetune the correct altitude in-between. The problem with the above post is that indeed MCE is actually setting it to HundreThousands instead of Millions. Just fixed it though. After I figure out what happened with WQT contract I will release the fix..
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KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
malkuth replied to malkuth's topic in KSP1 Mod Releases
Well blizzy's tool bar is awesome, going to actually add it back in and give you the option to use either or. Just at release Blizzy had not updated for 1.1 yet. All mods use resources so they give minor hits but none that should be noticeable. Achievements uses In game hooks to trigger the different achievements. Pretty much the same way the now ingame 1.0 Worlds First Work now. Speaking of worlds first plan on actually added all those to the GUI of Achievements for you can not only track mine, but also the ingame ones, more importantly the hidden ones like Speed Records, alt, planet visits etc. Just have to have time to get it all done. And dig into the KSP code some more. -
Update 1.3.5 is up and ready. Fixed a few issue with Config.Load Contract and Config.save contract. Added a few new things and forgot to update these parts with new info. Hopefully will solve any secondary issues that might of been caused by these.. Like windows not closing. Updated and flesed out the rover contracts some more. You can now go to a few more bodies.. Including Duna, Mun, and a few others.. Working on EVE now, eve a little more tricky because we don't want the random waypoint landing in liquid.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
malkuth replied to Nereid's topic in KSP1 Mod Releases
This might help cut down your work load Nereid. 1.1 How to Convert your pre 1.1 Plugin. -
KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
malkuth replied to malkuth's topic in KSP1 Mod Releases
Version 1.9 For KSP 1.1 Release Ready. No more dependency for Blizzy Tool bar.. Been wanting to transfer to default KSP tool bar for awhile now. Updated for 1.1 PreRelease. Added MiniAVC for version checking. -
Version 1.34 for KSP 1.1 Release is now out. Please beware the new rover contract is still pretty early WIP. Working on it as much as I have time.. But that's not much. 1.Fixed the issues with APA and PEA in most contracts I hope. 2.Only the Satellite Network Contracts have a set value for KEOSync orbits now.. All other contracts can have random values to help spice it up a little. 3.Messed a little with the randomness of Repair Contracts. 4.Worded some of the missions a little different. 5.MCE should work with RS and other Solar System modification mods that change the size of kerbin and other bodies. 6.Adjusted some prices to make Contract Payouts a little less 7. Increased Repair Contracts again. 8. Fixed a few mission Description problems 9. fixed a lot of possible NRE issues, especially at part load and MCE modules. 11. .fixed an issue with Repair contracts and a possible NRE when the Check for Repair Part doesn't pass. 12. .fixed issues Up to and including all Apollo Historic missions I could find. I still have more work to do on finding any issues with the later historic missions. 13. .Searched for in code errors that have been around and trying to squash them. These don't cause many problems in game but might help reduce More NRE issues. 14. Added new contract Land Rover, and Drive Rover. This is a WIP project and might not work totally correctly yet. But the mission has two parts, Land your rover on (Duna is only planet this release) specific waypoint. The waypoint is represented in the Map view during the game. You do have a small margin or error for the LZ. But you have to be pretty close when landing the rover. The next part is a 2nd contract that adds a new waypoint for you to drive your rover to. This one is pretty self explanatory. Again this contract is a WIP. I have not had much time to test it out and any possible issues. I will continue to work on it as I get time though. 15. Added Mini AVC to Mission Controller to help control possible version conflicts.