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  1. Rescue Contract: Save Andred Kerman stranded in orbit above Minmus. I grab him on a return trip, splash down and retrieve. Save and exit the game. I return and my save and last autosave both say I've failed and Andred was lost. But hes not lost, hes on my roster. I just put his green behind on another mission. What's going on here and if it IS a bug, can I edit my savefile so I dont have that unfair blemish on my record?
  2. TL;DR: I want to keep receiving contracts like "Get this Tourist to Kerbin orbit and back.", even long after I've been to the Mun or Duna or wherever. I've recently started a new career mode and found out that I can make reasonably sized mountains of Funds by bracketing multiple "Tourism" contracts together, i.e. sending 5 tourists to Kerbin orbit and back in one rocket. This was a very practical way of gaining around 100,000 funds on hard difficulty in a single launch as it only required going to Kerbin orbit and back which is a relatively short trip. Then I sent my first craft to fly by the Mun and realized that I was effectively punished for the progress, as I no longer received contracts to take tourists into Kerbin orbit, but rather to the Mun. It seems to me that, as it stands, you only get "frontier" contracts, meaning contracts that take your space program to the edge of its demonstrated capabilities. I would like to make the point that this is bad for two reasons: 1. It has the potential to punish players for their progress, as described above. 2. It simply doesn't make sense: My space program manages to go to the Mun and all the sudden all tourists want to go to the Mun, while any interest in a faster and cheaper flight just to Kerbin orbit vanishes. Though I am unsure how other types of contracts, like satellite launches, are affected by your progress. I would prefer if "outdated" contracts, like taking tourists to kerbin orbin when you could go to the Mun, kept appearing, instead of getting replaced by "frontier" alternatives. This obviously means that you would get alot more contracts, but that makes sense to me: Your progress unlocks a greater variety of choices for how you want to fund your space program. A better categorization and sorting interface for your contracts could be added deal with large numbers of available contracts. What do you guys think? Is it just a coincidence that I haven't gotten simpler contracts in a while? Do you think that heaps of available contracts are a bad idea?
  3. I have been playing vanilla career mode (easy setting), for the first time, in the past few days. I have been successful completing some of the easier contracts, and have noticed that very similar ones respawn right after I am done. My question is, can I expect survey, ferrying, and part testing type contracts (the easy ones) to ALWAYS respawn, or will the pool dry up? I ask because I have yet to upgrade any buildings, other then launch pad (lvl 2), for fear of running out of money. I understand it would be grindy, but it would be nice to know if I could always count on something easy and quick to do if I needed the cash. Thanks! EDIT: While I am bothering to open a thread, I have another question. Is there a way to see the Biome map in game without the cheat? I know that survey parts exist, but I thought they showed you ore.
  4. Yes i know there are other threads on this, however they all seem to be dead. For the record, i had this issue back in 0.90, but it was mod-related, while this is a relatively clean install. The only mod i used was FMRS, but the plugin was deactivated for the entire session where the issue occurred, so i doubt it was the cause. The save was made only a few days ago, and nothing i can think of has changed that might have caused this. Basically what it says on the tin. I started 4(3 sets of 2, and 1 set of four) tourist contracts for visits to LKO, and launched several two-kerbal ships, however after landing them all, and heading to the tracking station to recover, i noticed that the contracts had disappeared. The contracts where definitely there when i started. I loaded the quick-save i made before de-orbiting any of the capsules, but the problem was still present. I looked at the save file using a text editor, and all of the contracts are still present, but do not appear in-game. This gives me some hope that i can salvage this situation. Any help would be greatly appreciated, as i sunk a lot of funds into these missions hoping for a big payout My persistent file, with ships still in orbit, and contracts that exist but do not appear: https://www.dropbox.com/s/jalgsyfdhimsf12/persistent.sfs?dl=0 Log file: https://www.dropbox.com/s/fnnv5tkfjb1uvdl/KSP.log?dl=0
  5. It's really surprising to me that a mod like this doesn't already exist (as far as my search efforts have shown). The concept is a really simple one: in career mode, when a new contract becomes available, the player is alerted about it. This allows the player never to miss out on an interesting contract opportunity (as my understanding is that offered contracts do expire after a time), or at least to know ASAP that new contracts are available. I don't know how difficult it would be to implement, but it could even probably be really nicely incorporated into existing mods like CapCom or Kerbal Alarm Clock. Just wanted to put that idea out there!
  6. Hi I am trying to adjust some parameter for the contract system. I am trying to adjust these parameter for a resized system and want to know the units for these measurements. I believe I read somewhere before that it is a fraction of the SOI of Kerbin/the target. I need the unit to properly adjust the max height for each difficulty to different orbit "classes" e.g. LEO, MEO and HEO/GSO. Then I am trying to get a part request that is in 100% of satellite contracts this worked beautifully before with the percent system making every contract include the part request. Now with this weight system, which needed to be changed why, I am not sure what value will make sure a contract always calls this part request. Thanks in advance. Pining @NathanKell Maybe you know, can find out easily or know who I should ping? Thanks!
  7. Hello. I've been looking for a contract mod that would enable me to get combat missions, with help of BDArmory. I saw the 5dim mod, it seems it is broken at the moment, so are there any other mods that do the same thing? Thanks in advance!
  8. As per this thread http://forum.kerbalspaceprogram.com/index.php?/topic/130796-admin-building-to-control-contract-types/#comment-2381009 I'd like some guidance on what it would take to make this. What I would need: A Gui with sliders A way to change inputs of the sliders based on a building level A way to manipulate contract type spawning percentages In the Contracts.cfg I see entries like this: Recovery // Rescue and Recovery Contracts that appear to be the categories I can manipulate. Preferably I'd be able to make this happen with addons like MM but I doubt this will happen- any advice, or pointing to some examples that use similar code would be great. I am not the greatest coder on the planet but I'd like to see this as an addon- if it doesn't require too much brain power I'll give it a shot
  9. @SQAUD, can I ask a simple request that you could implement in less than a week? I want to have reputation and contracts in sandbox mode. Simpy allow me to see my rep and take contracts without trudging through early career mode. Please, this would make KSP infinitely better IMHO. I would make it a configureable option, because I know a few people who would disagree with me on that.
  10. When you get one of those "recover Yadda Kerbin from orbit, and his vessel" contracts, or those "recover object Blarg form orbit", I haven't found a way to plan properly what the mission vessel should look like because I have no idea what the target vessel looks like until I get there and it comes within vessel range to switch to it. You can't see the vessel from the tracking center because the only way to do so is to take over flight control of it, and you're not supposed to be able to do that yet. This is frustrating because I plan for a small capsule, then get there and find it's a big one, and I can't grab it and bring it back with the vessel I showed up with because it's engineered wrongly for it. You need a different configuration (a more expensive one) to recover a large object because of heat shielding issues - you need a very big protective occlusion area behind your heat shield to recover something like a hitchhiker can. The only way I can think of to do this is to save the game and read the saved game file to find the target vessel and see what part(s) it's composed of. Is there a means to do so in-game? There really should be, because if you're accepting the contract, people on the ground would have the tech specs of the vessel and know what it is that you're going to go get.
  11. In contracts that require building something (e.g. a station) that has a particular part on it, use the actual part name in the contract criteria, not a chatty paraphrased description that players can misinterpret. Some examples: Bad: "an ISRU conversion unit" (Note that none of the terms "ISRU", "conversion", or "unit" appear in the part's actual name or description.) Good: "a Convert-O-Tron 250" Bad: "a research lab" Good: "a Mobile Processing Lab MPL-LG-2" Bad: "materials bay" (Note that neither "materials" nor "bay" appears in the part's actual name or description. The word "laboratory," however, does, which makes this confusable with "a research lab.") Good: "SC-9001 Science Jr." Why this is important: The chatty description can mislead players. I just wasted over an hour of my time because I assumed "an ISRU conversion unit" meant any ISRU, whereas apparently the contract wanted a Convert-O-Tron 250 and not a Convert-O-Tron 125. In another thread a month or two ago, I saw a player get really confused because they saw "a research lab" and thought it meant a SC-9001 Science Jr. because the part's description says "...a cutting edge, self contained laboratory." Chatty descriptions are terrible. They're very easy to misinterpret. They can also be extremely opaque. For example, "an ISRU conversion unit" made sense to me because I've been playing KSP a long time and I'm very familiar with the term ISRU. (And even then, I got it wrong, 'coz I thought the little one would be okay. But at least I knew what kind of part it was.) But suppose a new KSP player comes along, how the dickens are they supposed to interpret that? The contract wants a Convert-O-Tron 250, but says "an ISRU conversion unit." Guess what? None of the words "ISRU", "conversion", or "unit" appear anywhere on that part! Not in the name, not in the description. There is no way for a player to know that "ISRU conversion unit" means "Convert-O-Tron 250" without having prior knowledge. Ditto "materials bay" for the Science Jr. Furthermore, it seems to me that re-working it this way would be good not just for the players, but for Squad as well. Any time you have a chatty description, somebody has to sit down and explicitly type that out. I don't know if KSP is localized into other languages (and if so, how many), but you've also just added an additional term that your translators are going to have to translate, too. And it's a maintenance hassle, because parts sometimes get renamed or their descriptions tinkered with, and new parts get added all the time, so a chatty description that makes sense now could become ambiguous or flat-out wrong in the future. So if you re-do the contract logic so that the contract internally just specifies the unique ID of the part (i.e. the one that's immutable, will never change, is never displayed to a user), and the game just programmatically inserts the actual name of the part, then you have less work for the developers, less work for the translators, and it will automatically stay completely up-to-date in the future. The only case where a chatty description could be acceptable is when you're describing an entire category of parts (i.e. "an antenna", "a docking port") and it's completely clear and obvious what that means. For all cases where a specific part is needed, however, use the actual part name. I've restrained myself, with difficulty, from delving into my particular tale of woe here that led me to make this post, since it's less relevant to anyone but me. But I just have to get this off my chest, so here it is in a spoiler section for anyone who's interested.
  12. I accepted a contract to build a new Space Station in Mun orbit. Then I launched the first part of the station into Mun orbit. When I had the station in position in the contract overview at the top right the tick for new station was green. After docking the second part to it with some more fuel I did not check this. After docking the third part with even more fuel (4000 units is required) the tick was not set anymore (the second and third part were launched after the first part obviously). I had to load a quicksave while docking the second part to the station if this might have something to do with it. Since then I can't finish the contract (I actually tried with a small craft having enough fuel to fulfill the requirements, an antenna and solar panels. That craft fulfilled the contract requirements again until it docked to the station). I'm absolutely not sure whether I did something wrong or if I encountered a (rare?) bug. I also looked through the save file and checked launchId values after reading somewhere that this is how the novelty of a station is determined. The contract has a launchId value of 30, and the lowest launchId value of any part of my station is also 30, so this shouldn't be the problem. To verify I made a copy of the save, changed the launchId in the contract to 29 and loaded that. I then went to the tracking station and jumped to my station. The tick was still not there. Except to disassembling the whole thing and replacing one or more parts of the station which is financially unattractive I am out of ideas. Can someone please tell me what is wrong with this station? The save file can be found here: https://www.dropbox.com/s/k2mj978vhh8mje7/broken-space-station.sfs?dl=0
  13. I'm having trouble completing one of the ScanSat contracts. Here are the details: subtype = SCAN_M700 title = Scan Minmus for resources description = It seemed decent for boffins at SCAN: Scientific Committee on Advanced Navigation's labs, trying to reproduce an experiment about whether some Kerbals seem to enjoy high speeds, while others apparently just don't, that we knew very little about whether brave Kerbals regain their nerve faster than not-so-brave ones. It can't be denied, however, that the way we would frequently see a proper new discovery was how we got into that situation in the first place... This is why we're here. synopsis = Scan Minmus with the M700 Scanner I have the satellite in orbit with the M700. The only option is to an "Orbital Scan" or something like. I do the scan, it automatically sends the data to KSC and then nothing. Contract has not been completed What am I missing here? thanks, Andrew
  14. How can I cheat the contract system into thinking my ship counts as a "newly-launched vessel"? I've done it before using KAS/KIS but can't remember what I did.
  15. I ended up taking a space station contract that required me to staff two tourists to fulfill the contract. They were not available as I built the station nor were they available later after all other contract requirements were met. (I had figured they might show for transfer. Something I am missing or a game bug?
  16. This might have been posted before, but I couldn't find it (though that really doesn't mean that much). When I have a contract to "transmit science in xxx orbit" there are various ways of doing that. I could do a crew report and transmit it. I could do an eva report. I can read a temperature. The list goes on. But ironically, the one thing that does exactly what the contract says—letting your MPL transmit science—cannot be used to fulfill the contract. It's not a big deal. I sent Bill for a coffee break in the local storage pod and had him send a crew report from there, before going back to sciencing science. And it got a good chuckle out of me. But really, change the verbage on either the MLP or the contract, because this just looks... bizar. Oh, and I'm sure it's in the wrong forum, but I'm clueless as where to post this.
  17. I have a contract to place a new station on a solar orbit. However it has a part saying have 3 tourists on the station. I have not got any tourists and it is not a secondary step, all of them must be done to achieve any. Help plz?
  18. Contracts Window + v9.4 Download from SpaceDock Download from CurseForge Alternate Download: GitHub Localization is supported and the following translations are included in the download package: Russian | Chinese | Polish | Spanish | French by @vladimir_v | by @QAQdong | by @Moskit | by @fitiales | by don-vip -------------------- Consider donating if you like what you see here. * Money will not go directly to development or upkeep of this addon -------------------- Source is available at GitHub A new contract monitoring window designed to give more information and be more flexible than the stock window. This window gives players a number of options for displaying contracts. Grouping and ordering of contracts can be modified and contracts can be placed into custom mission lists. All contract and parameter reward and penalty values are displayed, along with the amount due to any strategy modifiers. The contract reward modification section of this addon has been removed. Its functionality has been moved to a new, separate add-on that can be found here. The top bar has several buttons that are used to adjust contract ordering and display options. The top-left icon opens a new window with options for changing sort order based on several criteria. The next icon toggles between ascending and descending order for the selected sorting type. The eyeball icon on the right toggles between the active and hidden contract list. Each mission list has its own active and hidden contract lists. The top-right icon opens a new window displaying all of the existing contract missions. Selecting a mission will switch the primary display to those contracts. The primary mission is always at the top of the list and contains all contracts. The bottom bar has several buttons that control various window options. The version number is displayed on the left. Tooltips for most buttons can be toggled on and off with the next icon. The spinning arrows icon is used to reset the window and primary contract list. A confirmation box will open upon pushing this button. This should generally not be needed, but if there are errors in the contract window (no contracts displayed, no "MasterMission" contract list, the window is too small, etc...) this can be used. All window size, font size, and position options will be reset; the internal list of contracts will be updated with all active contracts and the "MasterMission" will be reset with this internal list. All other mission lists should be unaffected, these can be manually deleted if there are any other problems. The aA icon controls font size for most of the window's labels. Each font is increased by one unit. The next icon toggles the overall window and texture element size. It also increases the font size by two units. Between the font and window size options there are four available font sizes and two window element size options. The arrow icon in the lower-right is a re-size handle; it can be dragged to increase or decrease the window size in either dimension. Each contract has a title bar above it with information and options for the contract. The contract difficulty, or prestige, is displayed on the left with one to three stars. The time remaining for the contract is shown next. It updates every five seconds (at high time-warp several days can go by during this period) and switches to days and hours, and turns yellow, when the counter gets low. The year/day time is dependent on your selection of Earth/Kerbin days in the KSP settings menu. The A icon can be used to display the flag and name of the contract's agency. The eyeball icon can be used to move the contract into the hidden or active contract list. The pin icon can be used to pin the icon to the top of the list, regardless of sort type or order; a contract's pinned state is persistent. The checkbox icon can be used to move the contract into a different contract mission list or create a new one. The blue icon at the end can be used to display contract notes if they exist; these are different from individual parameter notes. The primary contract and parameter display shows the same information as the stock window. In orange is the contract title. It is a button that can be pushed to collapse or expand the contract's parameters. When completed the contract text will turn green; when failed it will turn red. The contract parameters are shown in white. When completed these will turn green. Contract parameter notes can be displayed using the blue icon. Sub-parameters are offset slightly and are shown in a darker color. When all sub-parameters are completed they will be collapsed into their parent parameter and no longer displayed. The rewards for each contract and their parameters are displayed on the right side of the window. Funds, Rep, and Science rewards are displayed depending on how wide the window is. Rewards are in green, penalties are in red. The amount of any reward/penalty due to strategies, if any, is displayed in parenthesis. When the green checkbox icon is selected the mission list will appear. The current contract mission lists are displayed in this window. A green checkmark indicator on the left indicates that the currently selected contract is already in that mission. The green number to the right is the amount of contracts in that list. The red x box on the right can be used to remove a contract from any mission that it is present in. Selecting any existing mission will add the contract to it. Selecting the "Create New Mission" option will open the mission creator window. New missions can be created after giving them a name. Missions must have a name, can't use the same name, and must be under 20 characters. All progress nodes, their rewards, and in some cases, information about when they were completed is shown in this window. There are four types of Progress Nodes. Interval Nodes: These are nodes with multiple levels of progression, such as the altitude or speed records. Standard Nodes: These are nodes not specific to any one Celestial Body. Point of Interest Nodes: These are nodes completed by visiting anomalies. Celestial Body-Specific Nodes: These are nodes which are given separately for each Celestial Body Interval progress nodes. Standard progress nodes. The mission title bar is shown at the top of the window. The Title Bar is a button that can be used to switch to Progress Node mode. The edit mission window is opened with the pencil icon in the mission title bar for all but the Master Mission. Change the name of any mission. Delete any mission; this won't affect the contracts, and all contracts are still available in the Master Mission list. ChangeLog: This add-on uses TriggerAu's KSP Plugin Framework code Released under the MIT License.
  19. Mission Controller 3.1 Build Your Own Contracts In Career Mode @linuxgurgamer is taking over MC2 for me and bring it back. Wish him well. Updated For KSP 1.12. Final Version of KSP so hopefully final version of Mission controller. No longer Active Updating this mod. If bugs happen I will fix though. Report as PM to me be best way. Quick Summery Of What Mission Controller Does. 1. You can Build your own contracts in game using the Mission Controller Mission Builder.. All in game. Want to send 6 kerbals to Duna? Well make a contract and than send it to the Finance committee and see a company pick up your mission and pay you! 2. Satellite missions. Mission Controller has its own satellite missions that give you a lot more investment into doing them. Set up your satellites to your customers demands.. Than launch them into space, if you set up your satellite correctly you get paid! The missions themselves include many tpyes, including Setting up a Network of Satellites. 3. Mission controller has its own science parts! Ion Scanner and Spectrometer Scanner. And a Repair panel. 4. Repair Contracts. Sending up all those satellites and than forgetting them? Well mission controller fixes this issue by giving you repair contracts from customers to fix deployed satellites. 5. Repair Station contracts: Those stations also can have issues arise.. Now you can get contracts to EVA on your station to conduct repairs.. Just like real life NASA and International Space Station! 6. Rover Missions + Early Campaign missions to help offset early game. 7. Disable vanilla Contracts for they don't show up, to help clean up your contracts.. Than bring them back later if you want! 8. Revert have you down.. Does it feel like cheating? Well mission controller has its own revert button that cost you money to use.. Don't feel guilty about using revert ever again. Its based off % cost of your total vessel cost! For Support: They moved the Output_Log.txt file to a new location in 1.4. Its now located in. C:\Users\YOURNAME\AppData\LocalLow\Squad\Kerbal Space Program. I need this file to check what is causing issues. Please upload but don't paste contents into the forum is much to large of a file. GitHub Download KSP 1.12 KSP Version. (MCE 3.2.0) (Updated 6/25/2021) CKAN Supported Should Show 3.2.0 Source Code License Mission Controller 3.1.3.0 1. Fixed an Issue with Frequencies not updated in flight, without reloading flight scene. 2. Changed Satellite Contracts to completely use Default KSP Orbits + Orbit checks.. This results in much more variety and accuracy in readings. Also, should make all satellite contracts 100% fool proof in Types of orbits. Meaning 100% compatible with any type of mod planets or Increased size of the game world. 3. Added the ability for all satellite contracts to have a % chance to be launched to another Body other than Kerbin. You must first visit other Planetary bodies (IE Discover) before contracts will be able to be sent.. IE Mun,Minmus,Duna etc. Only Kerbin based Contracts will have ground stations though. 2. Changed Orbital Research Orbits same as satellite. Same reason. 3. All these changes has made the average Orbital Height much higher for all missions. Making them a little more difficult. Increased payout of Contracts to compensate for this. 4. Added new ModuleManger .cfg patch file that was made by KnotaiG. Now all probes including modded ones will have MCESatelliteCore added to them. Allowing all of them to be used as MCE Probes. Mission Controller 3.1.2.0 1. Added ability to change Probe MCE settings in flight. Its strange but only easy fix I could find to allow other mods like Hangar mod + Extra-planetary launch pads to be able to launch MCE probes. The probe can only still be used once though.. So once you transmit you contract settings, the probe settings is no longer under your control. 2. Up the Contract Payout multiplier from 3X to a max of 10X. This should allow for better payouts for larger type worlds with bigger planets. For instance a Navigation contract at KSP default size at 10X low orbits now pay about 600K.. So should be enough to compensate. 3. Fixed Revert cost not showing. At some point I did a quick fix on this that I forgot about that disabled it. So now revert cost again are % of total ship cost + fuel. you can set the Multiplier for this in In game settings.. Default is 10% of cost of the vessel to Revert. 4. Fixed Issues with Repair Contract Payouts. They should be much better payouts at higher orbits now. Mission Controller 3.1.1.0 1. Added First Stages of A Manual To KSP you can find it in the Mission Controller Folder called "Mission Controller Manual" This is first stage of maybe adding in game manual. If someone wants to help with this it be great! Added Directions for How To Do Mission Controller Satellite Contracts, How To Change Module + Satellie + Frequencies in VAB for Satellite Contracts and how to Finish Mission Controller Satellite Contracts in Game! More to come soon. 2. Redid the UI for Changing Module Types, Satellite Types when Doing Mission Controller Satellite Contracts. Much easier now to select and read what your chaning when selecting Satellite Types and Module Type in the VAB when Setting up for these types of contracts! Module and Satellite types are now Push Buttons when you right click on any Non Manned Probes. All probes are in vanilla game are Populated with Mission Controller Modules using Module Manager. You can add your own Modded probes via Module Manage by using the "MCESatelliteCore". Example located in MCEProbePatch.cfg in Parts Menu of Mission Controller. Mission Controller 3.1 1. Update for KSP 1.10 Mission Controller 3.0 Finance Missions Update (Custom Contracts) KSP 1.8 Update For Mission Controller. 1. No longer have Historical Missions in this version of Mission Controller. 2. Custom Contracts have been renamed to Finance Contracts. Use these to have companies finance your own Missions.. Want to build a station on Mun? Well fill out the contract for Building stations, and send it to the companies to Bid on.. Someone will offer you a contract soon for your Mission! 3. Added new Finance Contracts (work in progress, will add more) 4. Did a lot of work on Satellite contracts. And SVM20 helped me fix the random altitude for all planets, including modded ones and modded universes like RSS etc.. So hopefully no more contracts that hit the atmoshpere of planets! 5. Work on the UI and got rid of old refrences to code that does not exist anymore. Including the Older Historical Missions. 6. Reworked the Research Contracts for Orbit Scanning and Lander Scanning. 7. Repair Contract Reworked to actaully show up again. (seems this one has to be fixed all the time). Using KSP randomness now for this mission instead of custom code. 8. Updated code for KSP 8.0 Using NetCode 4 etc, and all new refrences for Unity. This update is still a work in progress.. If you see any issues (and you will) please report them via either the Forum page (page me) or Github issues. 2.0.4.1 1. Fixed spam for Core Freq change, and slowdown issue after accepting contract. 2.0.4.0 1. updated for KSP 1.6 2. No longer have MCE core parts, the Default KSP Automated cores now have the Fuction built into them all. All core parts depriciated. 1.Recompiled for KSP 1.4 and 1.5. 2.Updated MINI AVC with Linuxgurugamers newest version. https://forum.kerbalspaceprogram.com/index.php?/topic/173126-141-ksp-avc-add-on-version-checker-plugin-120-miniavc/ Version 2.0.1 Released. 1. Removed Orbit helper from Mission Controller. This feature is available in other mods like Kerbal Engineer, and MechJeb.. No need for any more spam. 2. Updated for KSP 1.4.2. 3. Fixed links in the AVC module for this forum page. Please note there is a bug in 1.4.2 thats adding Contract Spam. This is not connected to Mission Controller or any other mod. It happens it Vanilla too. Please don't report these to me because your sending me on a wild goose chase I can't fix, nor have time for.. Thanks. You can download the new version from the front page. Mission Controller 2.0 In-Game Contract Builder Edition is ready!! 1. Redid the Windows and options for Older custom contracts. Enjoy the new better to see UI. 2. Added Civilians to some of the Custom Contracts. Now bring civilians with you. And yes they show up just like the stock game contracts. 3. Rebalanced the mission payouts. They now pay a little less. But don't worry they still pretty good. And to help the payouts the better your reputation the more you will get payed. 4. Othter small bug fixes. 5. Add back in AVC Version Checker for Version 2.0. Missio Controller 1.6.1 Update For KSP 1.4.1 (And Making History Expansion) 1.ixed an issue where you would get strange Heights that were still within a planets atmosphere for Contracts in Modded worlds were the world is bigger 2.than Standard Kerbal. IE.. RSS, 10X Kerbin etc... Should be much better now. 3.Fixed issue where MCE was not detecting Transmitters via RemoteTech changing default Coms. 4.Fixed wording in the Custom Contract for Crew Numbers. 5.Fixed issue with Custom Landing/Orbit contract window not coming up. 6.Compiled For KSP 1.4.1 and Making History Expansion Pack. Mission Controller 1.5.0 Update. 1. Fixed crash issue with KSP 1.3.1 update. Mission Controller 1.4.5 Update. 1. Fixed a bug where MCE Buttons would not show up on New games, and sometimes older games. If this problem persist please report it to me ASAP. you might get duplicate buttons when you load up the New version. Once you do a scene transition IE from SpaceCenter to VAB this should correct itself.. And never come back.. If does Report please. Mission Controller 1.4.4.0 Update. 1. New Gui Using the new Untity Assets and Kerbal Space Program PopupGui 2. All settings are now located in KSP settings menu. (Intergrated) 3. New Custom Contract Land and orbit. (This is first step towards a new type of custom contract) 4. Repair Contracts no longer use MCE random. You should get them more often now using KSP Contract weight system. 5. Started the first stage of Localization. 6. MCE Revert is back. Use this revert for a non cheaty version that now cost you a % of your ship cost to use. Can be turned off/On in settings. 7. Other minor fixes to other Contracts. I have also started converting MCE Contract Paramenters and contracts to using any new Default Paramenters that Mirror my old versions. Mission Controller 1.4.1.0 Update. 1. Fixed Research Core Science Not working. 2. Fixed Weather Core Science Not working. Mission Controller 1.4.0.3 Update. 1. updated for KSP 1.2. 2. Changed out a good portion of the Satellite contracts to use the default KSP Orbit Goal, instead of the old MC2 AP and PE goals. Now you get KSP orbit in game Representation of orbits, just like the default Satellite contracts. 3. The Communication Core has a 2nd role as Direct Communications link. Equal to the Communotron-16. 4. The navigation Core has a 2nd role as a Relay Communications Link. Equal to the HG-5 Relay System. 5. The Communication Core and Navigation core are now located in the Communications Tab. 6. The Weather Core, Research Core, Mass Spectrometry Tube, Ionization Chamber are located in the Science Tab. 7. The Repair Panel is still located in the Utility Tab. 8. The weather Core can now do science, and give you science points. Version 1.3.7 For KSP 1.12 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. version 1.3.6 For KSP 1.11 1. Fixed issue with some more errors in Contract Save and Load configs. 2. Fixed issue with lower res games having issues with GUI Screens. (hopefully). [b]Version 1.3.4 (KSP 1.1 Update)[/b] 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. [B]version 1.26[/B] Fixed issue where Repair Contracts not showing. Had to get rid of the ability to choose your own Chance percentage in config file. This is a quick fix to get them to show up again until I can look into changing this later. [B]Version 1.25[/B] 1. Fixed the Great potatoes Bug mystery. Satellite contracts had a strange requirement for a Potato? This was not an intentional feature. What happened was that I have always used a default mission objective from default KSP contracts. That is the satellite has Power and is new.. This was from the fineprint contracts that ship with the game now. When 1.05 for KSP came out the contract. Parameters for fine print were MOVED to a new location and some renamed. I found what I though was the new name for Satellite has power and is new.. But I guess it is not the case. Sorry for lack of checking on that one, that part is my fault. 2. I raised the default error of margin for APA and PEA from 1000 to 5000. 3. Shipped the up-to-date config file with new version. The older version had an older config file.. Was not a big deal the config file rewrites itself if its not correct, but still rather have the right one for you can edit the config file before starting for the first time. [B]Version 1.24[/B] 1.05 compatible changed a few things that made MC2 not work right in 1.05 of KSP. All should be good now. [B]Version 1.22[/B] 1.Fixed the Issue with Low and High Frequencies not being able to be selected. 2.Added a Margin Of Error for Low and High APA values in config file. 3.Added Payment Modifier in the Config File for contracts. 4.Satellite Contracts should no longer have random parts for Mission Controller. [B]Version 1.2 Released[/B] 1. Completely redid satellite contracts. Satellite contracts now require new parts! They are also very different and use Frequencies to communicate with ground stations to complete contracts. Most missions require KeoStation Orbit and to keep target ground stations in line of sight at all times. 2. Single delivery Contract Missions. 3. Network Contracts: Construct a 6 satellite network above kerbin. This is the big daddy contract of MCE. Pays well, but takes time and knowledge to complete. 4. Lots of code clean up no more Kerbal Insurance. (out of scope for this mod now) 5. Brand new Parts for satellite contracts. Communication Core, Navigation Core, Weather Core, and Research Core. Check the forum page for info on new contracts and how to complete them. In game explanation is also pretty thorough if you don't like to read. LOL. [B]Version 1.21 Released[/B] 1. Fixed the duplication bug of Historical Contracts. Only 1 should show up now in your contract list. [B]Version 1.12.3 [/B] 1. All part textures converted to DDS format. 2. Fixed Apollo-Duna Orbital Mission Transmit Science from ground. Suppose to be transmit science from Space. 3. Fixed payout for Apollo-Duna Orbital Mission. Was way to much. 4. Fixed Apollo-Duna payout for Build Station. Was way to much. 5. Other small fixes forgot about. With this update make sure to delete your Old MissionControllerEC folder completely. Or you will get duplicate part textures! DDS and PNG. Bad idea. [B]Version 1.12.2[/B] 1. Removed the need for any future RSS config files. Mission Controller 2 will figure out the Orbits of all bodies on its own.. (I hope) 2. Removed Civilian Contracts. 3. Fixed Repair Contracts. The contracts no longer have SpareParts as requirement. (forgot to remove last time) 4. Fixed Repair Contracts. The descriptions for the contracts now should read new method for Repairs. 5. Did a small pass on some of the contract payouts. This might take awhile as I get a look at what contracts are paying and bring more changes. 6. Removed some other legacy code no longer used. 7. Added Supplies From USI Life support to the Custom Resupply Contract. ChangLog 1.12.1 1. KSP 1.0 Version compatible. 2. No more hire Cost (1.0 has it) 3. Civilian Contracts Turned off (possibly removed next version since 1.0 has civ contracts) 4. No more in editor Parts reader (1.0 has some sort of System) 5. No more dependencies. (you only need mission controller now to run MC). 6. Another Revamp of Repair Missions. No longer require SpareParts or any type of resource. All you need now is a Kerbal Engineer to fix satellites. Or stations. 7. Added Apollo 17 (Minmus) 8. Added new expanded Apollo Missions with 9 new single contracts covering the Set up and landing on Duna. 9. Rewrote the Orbit Research and Landing Research Contracts to be more NASA Like. 10-. The parts have had a overhall pass and renamed. They reflect Real World Early Tech found on early Probes. Orbital Research Is now Ionization Chamber and LanderResearch is Mass Spectrometry Tube. (will be save friendly transfer) 11. Most other contracts that remain have been been made more Realistic in explanations.. Like historical missions. [B]Version 1.11.0 Mission Controller For .90.[/B] Please delete your whole MissionControllerEC folder before installing this update. 1. Added 2 new Historic Contracts Covering the United States TIROS Program (Television Infrared Observation Satellite) (3 Contracts) And the United States Mariner Program. Mariner 2 (Eve) Mariner 4 (Duna) Mariner 10 (Eve and Moho) and Renamed Mariner 11 and 12 (Voyager 1 To Jool System). 2. Added the ability to Add your own resources to the Station supply Contracts. These Resources can be changed or added in the config file. What it looks like. [CODE] SupplyResourceList { Item = LiquidFuel Item = Oxidizer Item = MonoPropellant Item = XenonGas Item = Food Item = Water Item = Oxygen Item = Kibbal } You can either change the Item or Add a whole new one like this. SupplyResourceList { Item = LiquidFuel Item = Oxidizer Item = MonoPropellant Item = XenonGas Item = Food Item = Water Item = Oxygen Item = Kibbal Item = NewStuffAdded (has to match the resource name in the resource.cfg files of mod, or game) }
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