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nobody44

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Everything posted by nobody44

  1. Install: Extract the archive into the GameData directory. Nothing else to do. Try out with a clean KSP directory, *maybe* there are conflicts with other addons.
  2. Na its fine. First I shared it on mega as well, but some were not comfortable with mega, so I went with google drive. And now this fails as well . Now I have a second mirror on mediafire. Updated the first post as well. About the rewind thing: *If* I am going to implement this, it will be like the reset button: You will have to click 10 times on the button to get the *latest*, and only the *latest*, expenses back. If I get the chance I will release a new version this evening with more icons (and better icons from blazing angel) and some bug fixes, especially the F2 button bug. And probably a configurable punishment for the death of kerbonauts. Hi, I don't know if it conflicts with any other mods. Which mods do you use? I remember something, so *maybe* it does conflict with another mod, but I made the experience that it was KSP and not my plugin. Will fix this as well.
  3. This is just a precision display issue. The eccentricity needs to be between 0 and 0.0001. And it is doable . Watching the video from Scott Manley right now... fun fact: The hover mission will be removed, because I used it to test something .
  4. Sure, I can do that. The percentage of recovered cost will be 40% for mass (75 for landing) and 90% for fuel (95% now). As soon as I have the chance (not on weekends) I will look into it and if you don't mind I will link the package in my first post. It is the currency symbol of Laos, the Laos Kip. Did you check out the project on github. This is where I will update the documentation for mission designers. I will link the project on github in the first post. The flight engineer redux plugins shows the LAN value. At least in my memory it does. It should be in the Orbit window. Did you disable the value maybe? Unfortunatly there is no "time to LAN" value, because there is no such node. Here is a good description of what LAN actually means. About the rewind suggestions: I think the current missions are fair. And even if they were not, the plugin will never stop you from launching because of missing krones. Say you failed 5 times on the launchpad. What is the big deal? Sure you lost a lot of krones, but the space program will continue and you will recover from that loss. My main purpose of this mod was to make "me" (= the user) think *before* I launch. If I implement a rewind method, everyone will use it after a failed launch. But from my point of view failed launches are part of the experience. And failed launches should hurt (= you lost a lot of krones), but they should not make you stop progressing (= you will always be able to launch, even with -1000000 krones on your account).
  5. That is exactly how it should be and how real life space agencies operate (I guess). If you designed a good mission package I would like to link it in my first post. But so far there is no such website. Again some sidenotes for mission designers: 1. Apollo style missions (orbit around kerbin, orbit around mun, land, dock, land on kerbin) are currently not possible, because of the way KSP handles dockings and undockings. Technically speaking an undocking creates a new vessel, that has a new ID. And you can't finish the landing on mun with this vessel because you did not finish the other goals before the landing. 2. Try not to dictate *how* to do something. Try to set a target, not the *way* the user should accomplish the target. Like: "Land on that spot on the Mun" and *NOT* "land on that spot using two ships, one stays in orbit and one lands.". Of course you can and should specify parts that the vessel needs, but don't try to dictate *how* to finish a mission. Only challange missions should do that...
  6. Currently there is no such option. Actually, that is exactly one reason why I don't want to implement this feature. This plugin should make you think twice before you launch. You could do it this way: disable the plugin, launch untill you have a working design, bring it into orbit, enable the plugin and start another one, just don't bring it into orbit, end the flight after "launch" on the launchpad. Fair point. Let me think about it over the weekend . I started a poll for the death of innocent kerbonauts, please vote: http://poll.pollcode.com/8zm4o
  7. Thanks for your feedback. I made no cooldown because nobody wants to put 100 client controlled satellites in an orbit around Kerbin. Those missions are for basic income if you are low on money and can't finish the next mission. So taking that option away could cause the following situation: * no missions that the player could finish with the currently available budget * no repeatable missions available because on cooldown So he can't do anything other than timewarp. That might be realistic like in real life, but I don't think that this would be fun ("Oh... well... I have to wait another xxx days for the right phaseangle to Eeloo.").
  8. I see it just like you do. And finishing a client controlled mission simultaneously is not possible for now, if repeatable = false. If repeatable = true you can repeat the mission as often as you want to, with different vessels of course.
  9. I understand this issue :/. But as BlazingAngel said, they should work just fine. And the client controlled missions require two fields: "lifetime = TIME(...)" and "clientControlled = true", nothing more. Do you use the Mission Manager? It makes managing the missions much easier in my opinion. Instead of one huge mpkg file you have the old mission files (*.m). The Mission Manager creates from those old mission files and some basic information a mission package file. Many files are easier to maintain in my opinion. You can download the manager from my google drive, the link is in the first post of this thread. Well... I need to do more testing, but so far my next ideas are: Generated mission dependencies. You put a client controlled space station in orbit around Kerbin (mission 1) and the plugin generates from time to time new resupply or other missions (they depend on mission 1). But I am not sure about that one, so do not get your hopes up. And BTW: I just noticed that client controlled and passive missions are repeatable, when you destroy the vessel or its lifetime ended. I think it is ok, I won't change it for now. Do you have any scenarios in mind, where this would ruin a mission concept?
  10. Hi, Just wanted to know if there is any way to get the percentage, that has been mapped on planet X, through a plugin. Something like "double getPercentageDone(CelestialBody body)", which gives a number from 0 (0%) to 1 (100%). I looked at the code but couldn't find such a method. Would it be possible to implement this method? Background: I develop a mission plugin (Mission Controller) and would like to support MapSat. Thanks!
  11. Hi, I uploaded a new version, 0.6. As I said with client controlled and passive missions, see documentation on github if you want to create those kind of missions. Have fun! A user suggested a research like resource (like a budget). Problem with your approach: You have to name them manually. And it is really restrictive in contrast to KSP itself. Actually, I like the approach "We don't care *how* you finish this mission, just do it.", like it is now. The research like resource would still give you the option to use whatever you want, but big parts (which contain a lot of fuel) and efficient engines would cost much more when you don't have enough research points. If you do have enough research points, it is the normal cost. Do you mean something like "You are not allowed to have more than 20 parts on that vessel?".
  12. Hu, first I was like "Oh god... he wants to remove my plugin as soon as possible" . Yeah, I made this experience myself... I forgot a part "mid-flight", or didn't check the mission goals, and then sudden realization: "I just wasted about 40000 krones...". Don't get me started on space stations... that **** is expensive! Do you mean something like "you need to be faster than 300m/s to finish this mission?". We have speed over ground (= horizontal speed) and vertical speed with min max values... no combined speed so far. Will open a github issue on that one. You are right about the recycle button, fixed it right now. BTW: A user in this forum suggested passive and client controlled missions: A passive mission generates income over time for a specific period of time (the mission designer specifies the lifetime) and most of them should be client controlled (maybe someone of you has an awesome idea where this is not the case). A client controlled mission is not controlable when you press the "finish mission" button. Destroying an active vessel (either in a passive mission or a client controlled mission) is being punished with a fine. You can see the lifetime of an active vessel in flight... Good news on that story: Done . Will look for bugs now and then release a new version .
  13. No no no... that is *my* fault . The mission package file ending is mpkg (Mission PacKaGe), it has absolutely nothing to do with Mac. You can use it on Windows, Linux and Mac. Just paste the mpkg file in the right directory. I just didn't know that this file ending is being used in OSX.
  14. Currently this is not possible. There is one problem with this approach: the static vessel name. I will think about it, maybe it is possible. I opened an issue on github to keep this in mind. Thanks. There is currently no distance goal in form of "400 kilometeres travelled" .
  15. Hi. There is a DockingGoal. That should work. I try to maintain a documentation on github. Do you mean docking or just a rendezvous?
  16. In which package? The plugin itself is just a folder with dlls in it. The mission manager is for mission designers. The .exe file in there is runable with mono on Mac I guess. I run it on linux and it works...
  17. In an old version that was the case. I fixed it in the first post. Now it is: 2 * liquid fuel + 15 * mono + 5 * solid + 20 * xenon + 8.54 * oxidizer. Feel free to suggest better factors . I just finished Sputnik I-III and Vostok I-II and I have 140 000 krones now. But I see your point, I guess I will have to higher the reward .
  18. That is the reason why I did not implement this feature so far. I know that it is unrealistic, and the plugin has the possibility to temporarily disable the plugin (in the settings). The ResourceGoal has the maxAmount field. And FYI: Oxidizer is expensive. Planes are cheap compared to rockets because they don't need oxidizer. Technically no, the probe missions don't require it to be unmanned. Why? The whole plugin directory "MissionController" should be extracted into the "GameData" directory, not into the Plugins folder.
  19. There are multiple saves for sandboxes now. Each KSP space program has its own MC space program with its own budget. DockingGoal does work now in the new version .
  20. Hi, I am developing a plugin (Mission Controller) which draws an icon at the bottom of the screen. Sadly the plugin draws the icon even if the users presses F2 because I don't know how to listen to this event. The plugin uses the MonoBehaviour class + the new KSPAddon annotation and draws the icon in the OnGUI method. Any ideas? Thanks!
  21. Thanks for your help. I figured it out: onPartCouple works. maybe it has sideeffects :-/, don't know yet. Polishing the mission package browser and releasing a new version in the near future .
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