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Apollo13

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Everything posted by Apollo13

  1. MCE 2d may have broken KSP for me. That is, when I go into any building, and I click the Exit icon in the upper right corner, I don't exit. I removed MCE 2d, and everything is fine again. EDIT: apparently I DID NOT have MCE 2d. I see the latest 2d has the UAL002 change, which worked.
  2. You described the problem perfectly. Glad to see I'm not the only person.
  3. Mod appears to be have problem with the Ultra Hub piece. In each image, the red arrow represents my cursor. # 1. I am moving Ultra Hub into place. Note that connection points (green balls) are displayed #2. The Ultra Hub has snapped into place. #3. Mouse button released. Note that the Ultra Hub is "ghosting", as if not attached. #4. Because it's not. I grab the pod and move it. The Ultra Hub does not move with it. Note that I'm attempting to attach a triangular point to a triangular point on the Hub. If I rotate the Hub and connect s Hub's round point to a triangular point, it works correctly. End Cap piece will not go on end of Truss. Same for SAS. If I attempt to attach to a triangular connect point, it fails. I can attach it to a round connect point The part would not attach to the end of the fuel truss. (green circle) Part placement is EXTREMELY finicky....very frustrating.
  4. Toolbar is required for many mods now days. Personally, I like the standardized, single location, for mods in the UI. I'm sure you have your reasons for your request, I just can't figure out why. Regardless, great thing about KSP and mods, we all play our own way.
  5. Not "misinformation", bud. Simply a difference of opinion. You've yours, I've mine. I prefer MCE 's text-based solution as it made it easy for all folks, not just programmers, to create contracts. C# is far from easy IMHO. I actually prefer assembler for programming and C/C++ for common apps. And, thanks for the link to MC Visual Studio 3023 Desktop.
  6. Just click the red-X button, and the mission will disappear. True, another might appear in the near future, though
  7. Question: for "aerial survey missions on Kerbin", how close do I have to be to accomplish the mission? Within 1 km? 10 KM? 50 km? Sidebar: i get very few aerial contracts. I get placement of satellites (those could be MCE) and Kerbal rescues, orbiting bases, planet side bases. A nice mixture.
  8. I also had an issue with the "Build a station orbiting Minmus". The first ship placed a Cupola and Hitchhiker part around Minmus, with 5 free docking ports and antenna and power. So far so good. The second rocket brought the Research Lab, which I attached to a free port. The contract just went away. There was no indication that the contract was completed, and I was not paid. I found the contract in the Archives as Completed. I completed the contract before its due date.
  9. Thanks for telling us about this. I added that mod. Malkuth: in the Fine Print thread (AKA Extra Contracts), another poster mentioned a thread with a list of new contract ideas. Perhaps, you can use it for inspiration http://forum.kerbalspaceprogram.com/threads/86853-New-mission-types (rant) Finally, I am extremely disappointed in the contract system created by Squad. I reviewed the thread in the Add-On Development subforum. I see that additional contracts, such as MCE, must create contracts in a compiled .DLL file. One poster mentioned it would have been preferred if contracts could have been defined in a text file. If only Squad had looked at MCE vers 1.0 to see how you're SUPPOSED to accomplish this task. But, Squad has "Not Invented Here" arrogance; so, it went its own way. One poster (m4v) in that thread even stated "Learn some C# for Christ sake". What an arrogant a$$. As a developer for over 40 years and having written at least 500,000 lines of code in a variety of languages (assembler, C, C++, C#, and many others), I found the stupidity of his statement to be beyond comprehension. C++, and C# are daunting for even for programmers who are unfamiliar with object-oriented methodologies and algorithms. To suggest that a neophyte, or even non-programmer, just slap together a C# program is asinine. Finally, C# requires purchasing of MS Visual Studio, which is a lot to lay out just to make missions. (/rant) Having ranted above, is there way for you to "recreate" your MCE 1.0 contract structure and semi-integrate it into the PoS that is KSP's Contract system? By this, I mean, parse a textual MPKG file and create contracts from it. If the MPKG contracts cannot be displayed within the Mission Controller building (as was done in MCE 1.0), then I'm okay with that. I acknowledge that you have a lot of free time and devote 100% of your life to this mod, so this ought not be difficult to accomplish LOL. Bottom line: Malkuth, you did MCE contracts the right way, Squad didn't.
  10. Thank you for this mod. I've been using (and will continue to use, Mission Controller Extended). Fine Print will add even more variety to the contract mix. Sent you a forum Rep point as well.
  11. For the six-hour orbit, I use this altitude (circularized) as a starting point: 2,868,200
  12. Reputation supposedly influences the kind and quality contracts that you are offered. Squad will make gameplay enhancements to contracts and provide bigger influence from reputation. Mods, such as Mission Controller extended will take advantage of this as well. Also, to see your real Reputaton value, search the persistent.sfs file for "rep =" Nearly all values in KSP are stored as real numbers, i.e., with decimal values.
  13. EDIT: the problem is with KSP 0.24.1, not MCE. See Malkuth's post below. I just installed the newest MCE and my mission Active and Mission Archives got wiped out. All gone. Clean.
  14. I'm keeping my "satellite" rocket in orbit. It has lots of fuel, so as I complete one satellite mission, I move on to the next. On a side note, I see that other modders are integrating into the contract system as well. I see their flags and parts popping up in the Available contracts list.
  15. I like the stand-alone icons you've created. If you're having problems with those icons (per your post) then use blizzy's Toolbar; whatever is easiest for you. As a user, I'm satisfied with either option. I had three MCE satellite missions in Missions list. I was able to do all three on one flight. LOL I'm not doing it for the funds (I've got over $4 million) or rep (over 1000 now). I need the Science.
  16. Malkuth, I don't see the old MCE buttons in blizzy's Toolbar. I do see the MCE Finance and Revert icons at top right of screen. I assume MCE missions are integrated into the mission in the Mission Controller Building? I also don't see any kind of missions files (like .MPKG) in the GameData/MissonControllerC directory. Am I missing something? Also, tried to give you a forum Rep point for the release of MCE 2, but it refused to do so. Apparently, the forum hates you. LOL. So, you get this instead...
  17. My two cents: Consider Kerbals as contractors; that is, they're paid ONLY when they work. Pay salaries for Kerbals on a mission. Grounded Kerbal; no salary. I like your idea of paying the salary when the Kerbal returns to Kerbin. Now, what happens if a Kerbal dies or Missing In Action? Pay a severance package or life insurance? LOL And you're right; if a kerbal is gone for two years, he's due a lot of back pay. Just make sure that the mission payout covers that kerbal's cost plus a healthy profit. There is another mod out there that I refuse to use. It pays 600 salary per day per Kerbal, even for those who are grounded.
  18. When paying salaries, will they be charged only when flying? Or, will salaries be charged for grounded Kerbals as well? I ask, because I have rescued about a dozen Kerbals, so I have many grounded (awaiting assignment) while I'm actively flying a mission. If I'm paying salaries for grounded Kerbals, I may have to alter my persistent.sfs file to "fire" them.Regardless, my friend, I'm looking forward to MCE 2
  19. I use several mods. But this MCE thread is the only mod thread I check every day (sometimes multiple times). I'm as excited about MCE vers 2. as I was about KSP 0.24
  20. Don't like EVA's, eh? LOL. You don't actually have to let go of the vehicle. Click the Kerbal's EVA button.. Right-click and perform EVA Report while still clinging to the vehicle. Hit F key to reenter the vehicle. I use KSP 64-bit 0.24 version. This mod works like a bloody charmer.
  21. SUGGESTION: Allow height and width to be independently adjusted. Why would I want that? 1) I want to lengthen a tank to increase it's fuel capacity, but not its width. 2) I have a service pod mod in which I want to decrease its width (to fit on a narrower rocket) but keep the height so that it stores the same parts within. Just a thought. As I previously mentioned, this is a Must Have mod. I'm glad that you recompiled/tested it with KSP 0.24 so soon after release. Thanks.
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