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(KSP 1.10 + 1.12 ) Mission Controller 3.2.0 (Final Version) (Updated 6/25/2021)


malkuth

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SUGGESTION:

Other than random and stock missions, all MCE contracts/missions are in the MCContracts.cfg file. Ive added and modified missions in this file. When the new versions comes out, my missions are deleted by the file that replaces it.

I suggest: rather than a single file with the missions, create a directory "MCContracts". This directory will contain all the mission files, one mission (with sub-missions) per file. Whenever the player wants to select one of the missions in the directory, the app can parse each file for just the lines that contain the "name", payment, and science points. When the player clicks a specific mission, the app can parse and display the info contained therein; this would use the same parsing algorithm it does currently. To simplify matter further, perhaps just do the name/payment/science parse just once when the game begins (when mods are loaded and initialized).

Making this construct would also allow other players to create contracts to share with the player community. Finally, when you (malkuth) create new versions of MCE and add missions, the new files will not clobber the player-created missions. You could implement a naming standard; all official MCE missions would start with MCE and a number: MCE_001.cfg . All player-created content could be named whatever they choose.

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The KIS mission set for one, They've got

	passiveMission = true
passiveReward = 100

Stuff like that in them, and when i look at them with the game loaded it says that i should be getting that reward daily until a time period runs out.

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The KIS mission set for one, They've got
	passiveMission = true
passiveReward = 100

Stuff like that in them, and when i look at them with the game loaded it says that i should be getting that reward daily until a time period runs out.

Passive missions no longer work, and I was not aware of any missions that still used them. The missions packs on front page are pretty old and some might use old code that no longer is supported.

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Ah, thank you.

A different question: if i build something with extraplanetary launchpads, will i still get charged the full amount for the rocket or whatever?

Thanks again for your help, and thank you for sharing this wonderful mod.

Finally the only other mission set that has passive rewards still in them is the stock set, and that's for a single mission, one of the contracts, 4 or 5 i believe.

Edited by mkire
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Ah, thank you.

A different question: if i build something with extraplanetary launchpads, will i still get charged the full amount for the rocket or whatever?

Thanks again for your help, and thank you for sharing this wonderful mod.

No, I don't believe you will. I have not used EL, but from what others have said to me you don't get charged because EL spawns the vessels in game and docks them. Which is different then what MCE looks for when charging for launch cost.

And if it does become a problem you can cheat the system by, manually turning on engines and launching. Then your safe to push spaceBar for stages. But I'm pretty sure you don't need to do this.

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Just checked and confirmed a long-held suspicion: I received no salvage values after recovering a ship. The mission was ComSat IV. Cost of the vehicle was $29,798 at launch. According to the cost window in the VAB,vehicle costs were 25,346 and fuel was 4452.

Upon completing the mission in orbit, I received the $100,000; thus, my CB was now $100,083,098. I then retro-fired to bring the vehicle down. At some point, I then staged to separate the vehicle in two parts: probe section and booster section; both sections had parachutes. Prior to separation, the vehicle SV was $17262. After separation, the probe SV was 3475 and the booster SV was 13787.

I followed both sections until they landed to ensure they were not destroyed; they weren't. While focused on the booster section, I clicked the recover vehicle button. Upon returning to the Space Center, I went to the Tracking Center. The probe section was not listed for me to recover.

I went to the VAB to see how much CB I had. It was still 100,083,098. In other words , I was not credited with the salvage values of the probe nor booster.

There were also two RT-10 SRBs with chutes that should have been salvaged. The cost in VAB with parachute for each was 3990. However, after launching and burning and separation, SV was shown as 3986 each. WTF? the difference between cost and SV is 4 ?

So, adding together all the SVs of the pieces: 13787 + 3475 + 2x3986 = 25,234

Edited by Apollo13
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Ive been recently thinking about this mod and ways to trim it down and streamline it. I think you could get rid of the old stock /bootstraps missions that play the same way every time you start if you could do the following:

1. Implement more contracts that randomly appear at more frequent intervals.

2. Have the contracts that appear, based of the parts you have available. Assume stock or near stock tech tree.

a. IE if you just starting out, and have no probe parts, you have gemeni and mercury style contracts.

b. When probe parts do appear, make short time frame missions until solar power is avail.

c. When any of the stock docking ports come available make dock Testing contracts. (i redesigned my tree so I can get the dock port jr. first.)

d. Implement missions to explore parts of kerbin by any means when plane parts come available. Flyover or landing missions.

e. add you idea here

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In what file are the budgets amounts stored? I had a crash + corrupt save while launching, and had to load a previous quicksave. However, the money is already taken out of my budget, and I'd like to restore it.

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Just checked and confirmed a long-held suspicion: I received no salvage values after recovering a ship. The mission was ComSat IV. Cost of the vehicle was $29,798 at launch. According to the cost window in the VAB,vehicle costs were 25,346 and fuel was 4452.

Ditto. Since I upgraded to the last version, I'm not receiving any salvage.

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It looks like distances in this mod don't scale to what a planet actually is, so it doesn't appear to work properly with RSS.

Is there a config that I can add a scale value to, or would I seriously have to manually edit every mission? :(

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Something is seriously wrong about MCE costing. In this image are two stock parts. When I started with the Stayputnik (cost: 2509), MCE showed the cost as 2359. When I added the Rockomax tank (cost: 5734), MCE showed the cost with LF and Oxy as 13566

pO2w4PS.gif

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Something is seriously wrong about MCE costing. In this image are two stock parts. When I started with the Stayputnik (cost: 2509), MCE showed the cost as 2359. When I added the Rockomax tank (cost: 5734), MCE showed the cost with LF and Oxy as 13566

http://i.imgur.com/pO2w4PS.gif

I think the cost shown for tanks is the dry (empty) cost. When you add fuel it gets more expensive. Fuel type (and cost) varies if you use something like Real Fuels.

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I think the cost shown for tanks is the dry (empty) cost. When you add fuel it gets more expensive. Fuel type (and cost) varies if you use something like Real Fuels.

The MCE cost should equal the KSP costs, which includes fuel and oxy. I don't use the real fuels mod.

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I'm not getting charged for launches, output log is here:

https://www.dropbox.com/s/9svvtbus8k4gowk/output_log.txt

be warned, over 5MB in size. Let me know if you need me to provide anything else.

edit: size is probably mod count related, will trim some and post another log

edit2: took out KW, B9, and NovaPunch 2, still 4.63MB, but here:

https://www.dropbox.com/s/82w6vajcmhhpai3/output_log2.txt

edit3: found the problem, this mod:

http://kerbal.curseforge.com/ksp-mods/220945-selling-space

Edited by Ogamaga
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Ok so i've gone through and edited the "Random Contracts" configuration for MCE to produce one that is more compatible with the RO/RSS mods. Basically adjusted orbital parameters of the various contract templates to better fit with the RSS Scale. I also added a couple new templates. If anyone wants you can get it from the link below. Overwrite the one that comes with MCE (since this is a straight up config, and not a Module Manager file).

Please let me know if something looks wrong in here.

https://www.dropbox.com/s/txxz09h8xx0rgnv/MCContracts.cfg

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Hey where can I find where the strings for the company names are in the random contracts?

I have some Suggestions:

UAL Inc.

Interdiction Industries

Keinar Fleet Systems

Tuak Drive Yards

KoroSuub

Koronar Corporation

;)

EDIT: Question, if I launch a probe outside of a contract and happen to put a repair panel on it will the random contracts still see it?

With this logic, could you say make a mission to construct a space station with a repair panel requirement and a minimum mass? Then, a random contract to repair the station, with conditions "repair panel" and vessel type "Station". And finally a non repair mission to resupply a station with only a vessel type "station". And bonus, have the random contract do a check of all manned vessel type "station", pick a random crew member and generate a "return this kerbal to kerbin" mission with random excuse "Family Emergency" "Sick" "Injured" etc.

Edited by UAL002
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Hey where can I find where the strings for the company names are in the random contracts?

I have some Suggestions:

UAL Inc.

Interdiction Industries

Keinar Fleet Systems

Tuak Drive Yards

KoroSuub

Koronar Corporation

C:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\MissionController\Plugins\MCSettings.cfg

around line 84

Edited by Apollo13
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The MCE cost should equal the KSP costs, which includes fuel and oxy. I don't use the real fuels mod.

I believe malkuth has said he plans to start using original KSP prices once .24 version comes out with it's own budget and contract system. For now MCE has a totally different cost structure where every part is priced according to it's type and mass. Fuel is added separately. All that can be adjusted in MCSettings.cfg.

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It looks like distances in this mod don't scale to what a planet actually is, so it doesn't appear to work properly with RSS.

Is there a config that I can add a scale value to, or would I seriously have to manually edit every mission? :(

MCE is mostly for Vanilla KSP. I don't really have the time to make 2 different versions of everything at the moment. I also don't play RSS, so I would not even know where to begin to make missions for it. Sorry.

I will check out your edited config file though, might give me an idea for future reference.

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Ditto. Since I upgraded to the last version, I'm not receiving any salvage.

what part you guys talking about? Auto Recycle or The manual Recycle you get when you press the Recover Button?

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Something is seriously wrong about MCE costing. In this image are two stock parts. When I started with the Stayputnik (cost: 2509), MCE showed the cost as 2359. When I added the Rockomax tank (cost: 5734), MCE showed the cost with LF and Oxy as 13566

http://i.imgur.com/pO2w4PS.gif

Something to keep in mind, and its not really a MCE problem but a KSP problem. KSP updates the Default values of all parts when the game starts up. But does not keep in mind any Research Updates that reduce fuel prices or Part Prices. So when your looking up parts in the list, its more then likely the price listed on the KSP default window when reading about it is wrong. (doesn't include updated prices).

But the prices are updated in the MCE window with part breakdowns as listed in the picture, so its not a good idea to try to math out the price listed in the KSP Vanilla window and the MCE window.. Not going to work if you have Research done. Vanilla is wrong.. MCE is correct.

All this is moot once .24 comes out and MCE starts using the Default Values again and not its own algorithms.

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