vaughner
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Hey all, Scott Manley just reviewed the mod on his youtube channel. Check it out here -> -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
My recommendation would be for all mission authors to pastebin their mission files and then link them here. Maybe we should make a second post to hold just the links to paste binned mission files? We definitely need a place to store all the existing missions though. For posterity's sake. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
I think it's about time to say this as a tech manager IRL. We are reaching a point where we need a proper feature request system. Nobody is being bombarded with every feature request possible from every person out there. The project is open source. Pull a branch, do some work and see if it is something nobody wants to merge into his code base. Scope creep will kill the project if every good thing he does is met with another 200 feature requests. I've pulled the code and am working through it myself as there are things I would like to see. If you can't contribute, then enjoy what nobody made. Some of these requests are ridiculously large projects IMHO. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
I also built with 4.0 set. Just tried building with 3.5 and that worked fine as well. Under MonoDevelop/Xamarin. Not VStudio. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Okay, it's figured out. You "have" to reference the .dll's while they are in the KSP directory. I guess you could move them all to the same place and it would still work but I can not compile a build. All I had to do was reference them where KSP installs them. Whoot. Now I can play with the code. Finally! Well, now I have to see all the changes you made in the last 36 hours, then I can play with the code. Thanks everyone! -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Xamarin 4.0.8 build 2. Currently, I am copying the resources to my src directory due to KSP being a "package". But I will try to reference it in that package incase it is referencing something else in there. As for the mission browser, it looks great! Love that. Wish I hadn't ended up driving 16 hours yesterday cause I have missed so much development already. :/ -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Not using VStudio, I am using MonoDevelop/Xamarin. If I don't correct the references I get tons of compile errors, so I know they are referenced correctly. I'm referencing the newest (.20.2) dll's. Do I have to reference to them with them in the KSP install? Or can I copy those references out to the src directory? I may give VStudio in a VM a shot, but I really don't want a Win7 VM. All of my VM's I use are still XP so they are quite small and lightweight. But VStudio won't run on XP anymore. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Give me a hand here... after pulling code, and getting references right, when compiling i get 2 errors in MissionControllerCalc.cs. /Users/vaughner/Coding/KSPMissionController/src/MissionControllerCalc.cs(45,45): Error CS0584: Internal compiler error: Cannot import field `EditorLogic.partPanelBtn' referenced in assembly `Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' (CS0584) (MissionController) /Users/vaughner/Coding/KSPMissionController/src/MissionControllerCalc.cs(31,31): Error CS0266: Cannot implicitly convert type `object' to `System.Collections.Generic.List<Part>'. An explicit conversion exists (are you missing a cast?) (CS0266) (MissionController) I've got my references in correct but I keep getting this error on compile. FYI, this has happened with each pushed revision for the last 36 hours... so I know it's not the codebase, it's something with my Xamarin install or something. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Okay, not following the "proper" way, how do I hack it into there? I can't see anywhere to point the compiler at the files. NEVERMIND: Never fails, you "ask for help" and you find it. Sheesh. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Dumb question but I'll ask anyways cause I can't find any answers anywhere. I've got Xamarin Studio (monoDevelop) installed. I've pulled the git code and loaded the solution. But when trying to compile, obviously i'm getting errors referencing unity. Where do I get the necessary includes and where do i put them / install them? Sorry, but it's been years since I coded and never with Mono. Thanks! -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Your only talking about the fuel left over right? I think 25% of the cost of the spacecraft for "wear and tear" (75% back) is fair. 95% would be very fair for the quantity of fuel returned. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
How about just having a button that credits it back to the budget but prevents you from doing anymore of any mission with that craft. You would have to say end it here, then you can check if they are landed or splashed down on Kerbin or even see if the Lat and Long are close enough to the space center or whereever to get the credit. Should be the mission creator that says how much (%) you get back for return, and where the target location is. So the button wouldn't be visible until the credit conditions are met for return of the spacecraft. You do that now with Complete mission buttons. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
Yeah, SRB's are quite cheap compared to cryo fuels. That is the offset with the "can not turn them off" factor. Escape Towers anyone. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
I don't think distance should really be a concern cause you can't track the landing point of these after they are 2.5km away from the craft. But you could make sure they had parachutes on them and then credit the player. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
vaughner replied to nobody44's topic in KSP1 Mod Releases
I just want work to be finished to I can get MonoDevelop installed and start playing with it.