nobody44
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
I have something similar in mind: Once you have landed a vessel on the surface of Kerbin you get the option to reuse the vessel and the unused fuel. You press a button, you get the money for the vessel and the flight is ended. Currently I don't know how to end a flight inside my plugin... The new version (uploaded today) has reduced solid fuel costs and is visible inside the VAB. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
Well, they are not *completely* random... they have some random fields though . Also I fixed some issues with the random missions but didn't release a new version for now. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
Absolutely. I would love it . BTW: I was thinking about you guys killing innocent kerbonauts... That is not ok. Like in real life there should be some sort of punishment for killing an innocent kerbonaut, and so far the only possibility is kerbal krones. How about -100000 krones for each killed kerbonaut? -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
Erm... why don't you split up the mission into seperate missions? One mission for each body? The problem with this would be, that I could land on Minmus, get into a minimal orbit, land again and get a reward? Do I understand you correctly? -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
If you are running linux like I do, you can use MonoDevelop. The copying of the dll is just annoying if you use a VM (sure, you can write your script, but it is still annoying). I release a new version with: added randomized missions (ComSat Contract I-II), which are repeatable. That way you can get some income if you don't have enough krones to finish other missions. They aren't easy... at least not the first few times. The MC icon is now visible from everywhere. I would like to draw it in three modes only: in editor mode, in flight mode and in the space center mode, but I can't filter the last one. Will be fixed later... Adjusted some prices. Xenon was too expensive. Fixed some minor bugs Download link is on the first page, this time on my google drive (How does this Kerbal Space Port addon upload thing work? I uploaded it, but it doesn't show up?) -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
Post the complete mission file here and I will correct it, if there is something wrong (if you want to, you could open a github repository and share it with others). But so far it is correct. It should be inside a mission object though. The mission files have to be in GameData/MissionController/Plugins/PluginData/MissionController/. You should not rename the GameData/MissionController folder, since the folder is hard coded into the plugin (I haven't seen a better access method). What is "first achievements"? Basically it is the same problem, because the total rewards must be higher than the total costs... so you adjust on the other side, but you still have to adjust the reward :/... Yeah, the balancing is a known issue :-). -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
Here my thoughts: Every once in a while you will crash. 100% loss of your vehicle. Sometimes during launch due to poor construction (not enough strust, whatever), sometimes you can't finish the mission because you don't have enough fuel, so you won't get the reward. Sometimes your landing results in a crash and so on. And I try to build the *smallest* vessel possible, so everyone will build bigger vessel, just to make sure they can finish the mission. So I thought, in order to maintain a successful space program with ambitious visions, you will need a lot of money. I crashed a space station part that costs about 200 000 krones... the responsible engineers are testpilots now. But you are right, maybe I need to adjust the number (2.5). -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
My current guess is: total reward = cost * 2.5. So I try to build the smallest vessel possible in order to finish the mission and multiply the costs with 2.5, thats the total reward for a mission. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
I updated the source code on github. There is a small tutorial for mission goals: Tutorial. MaxEccentricity = 1 means: Its not an escape trajectory. Basically: eccentricity = 0: circular orbit 0 < eccentricity < 1: elliptical orbit 1 < eccentricity: escape trajectory -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
Yes, you can't achieve an objective in a mission, that you did not currently select. I have several ideas: more mission goals, especially docking reusable vessels. Once you land on Kerbin, you get the option to reuse the vessel, which gives you Kerbal krones blockers. Kind of the opposite of a mission goal. Under any circumstances you are not allowed to achieve a blocker. If you do however, you can't finish the mission or any other mission goals. resource mining with income. You probably know the Kethane mod, which converts kethane into fuel. With another resource (I modified the kethane mod myself, so this is possible) you will be able to sell the new resource (Kold = Gold) and make money with it. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
Oh... it is??? Thought it would be the other way around, but I guess it makes more sense. Will change the factor to 7 instead of 20. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
Erm, excust me... with what? -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
nobody44 replied to nobody44's topic in KSP1 Mod Releases
I took a look at it, but I don't want to force the user to use the plugin (you can still launch vessels even if you can't afford it). And the parts don't have a tech rating :/... so this would be extremly complicated. -
Hello, I would like to present my new plugin: Mission Controller, currently in *ALPHA STAGE*. Keeps track of your budget and missions. Once you launch a vessel, you have to pay for the vessel (for its construction, fuel and other materials). When you finish a mission or a mission goal you get a reward. There are different mission goals like a certain orbit, a certain landing spot on a celestial body and others. You can mix those mission goals together, for example: Create a manned LKO refuel station with at least 1000 units of liquid fuel. Want to create your own missions? Here is a small guide: Introduction and mission packages. And here is the flight of Sputnik finishing one of the few currently available missions (I am focussing on the code, not on the missions for now). The video is old but it shows the principle... If you don't want to watch a video, here are some screenshots: Newest Changes (0.10): balancing... nothing more Changes in version 0.9: fixed difficulty reset after restarting the game new icons from bac9 added new mission field: repeatableSameVessel for client controlled and passive missions reworked costs (no construction costs because they are too different for different addons) new Duna mission Changes in version 0.8: added kerbonaut insurance costs (for each kerbal) which is configurable in the settings gui. The users gets those expenses back when he lands on Kerbin and recycles the manned vessel. Default is 0... added three difficulities, which define the costs for rockets and stuff. Reworked the whole forumlars used to calculate all costs removed recycle option on other planets then Kerbin fixed recycle option: ends the flight now reworked stock mission package fixed a nasty bug caused by KSP About the insurance costs: Basically when you launch a vessel you pay for each Kerbonaut, say 100000 krones. You won't get those krones back unless you land back on Kerbin and recycle the vessel. You get 100% back (splashed or landed does not matter). This should make manned missions more dangerous and finally you have to use launch escape systems. End flight or anything that will not recycle the vessel, won't get you the krones back. I am thinking about the balancing and if you don't like the current balance, please let my know and post in this thread. Actually, I like the current method a lot more than the old method, but if you, the users, think that I am wrong, please let me know . But first try the new version. The problem with the old balancing: Most mods, and I mean really *most* mods, do not balance their costs, because it is difficult and had no purpose. With the old method some overpowered engines were just really cheap. With the current method the addon developers don't need to balance their parts in that regard, because I use a formular to calculate that for them. The downside of the current approach is, that it is not possible to create a part that is expensive because of technology / whatever used in that part. I could fix this by creating a separate list that defines the costs for some parts. DOWNLOAD FROM MEDIAFIRE DOWNLOAD FROM GOOGLE DRIVE Installation and usage: Extract the archive into the GameData directory Press on the "MC" icon on the bottom Select the mission package Preview the missions and select a mission Finish the mission Mission packages: NT Space Program from NoJeb Your mission package missing? Write me a private message! Thanks for reading and let me know what you think Also, sorry for my bad english :-/... I am really trying...
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Maybe I didn't describe it properly: I want to access the directory. I want to see which files are there, and of course, I want to open them. For now I use KSP.IO.TextReader and FileBrowser and it works, but it has some side effects. I figured out how to access the resources, maybe there are simpler methods: Iterate over all parts on your vessel, each part has the Resources property and you can access the resource by using ["LiquidFuel"] as accessor.
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Hello, I am building a mission plugin and I need to check, if the vessel has docked to another ship. Unfortunately GameEvents provides onUndock but no onDock event. Is there another way to check this event? Also I would like to know how many tons of a specific resource are available on the vessel (only the name of the resource is known, e.g. "Oxidizer"), how do I do that? I don't see any suitable methods in Vessel or PartModule. And finally I would like to know whether or not more file access methods are planned. I would like to access the directories,where my mission files are, but that is not possible (accessing System.IO is forbidden). I use FileBrowser so far, but that has other issues. Thank you very much!
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GameObjects in MapView and material question
nobody44 replied to nobody44's topic in KSP1 Mod Development
Here is my current sphere: Image on imgur. The sphere is not visisble in mapview... -
Hello, I am modifying the Kethane mod for my needs and I need a little help: I want to create a primitive (a sphere) and position it "above" the orbiting planet (done), that means it has the same position and is bigger than the planet. The problem now is, that I can't see the sphere when I am in mapview. Do I have to handle the mapview separately? And the other thing is: I want the sphere to be lit-up from all sides, not only from the side where Kerbol is. How do I do that? I am really not familiar with Unity, so please help me out a little bit. Thanks!