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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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Can anyone point me in the direction of some explanation of how to hand write my own missions? I've been trying to fix some of the bootstrap missions .cfg's . looks self explainatory but every time I change something that package wont load anymore. I would really like to make some more complex missions that cant be built with the regular mission builder.

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Can anyone point me in the direction of some explanation of how to hand write my own missions? I've been trying to fix some of the bootstrap missions .cfg's . looks self explainatory but every time I change something that package wont load anymore. I would really like to make some more complex missions that cant be built with the regular mission builder.

https://github.com/malkuth1974/KSPMissionController/blob/master/missions.md

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RECYCLE calculation problems:

I don't know if you plan to fix these things before vers. 0.24, but I'll report it anyway.

First, I just had a "wait! what?" moment with MCE. I thought with parachutes attached, I would automatically recover parts. I just discovered I have to research vessel recycle via the MCE Research (which I didn't know about until I stumbled on it in blizzy's Toolbar). So, I researched Vessel Recycling.

Just launched and recovered a rocket that cost 20,081 at launch. The command pod and booster had parachutes. Just prior to landing, the SV of the capsule was shown as 14030 and the booster at 5306. At mission completion, the MCE recycle window showed only 11723 for the capsule. I received no indication of recovery for the booster. When I checked the MCE budget window, I verified that booster recycle was not added. The capsule and booster landed within 250 meters of each other, so I verified that the booster landed intact.

Edited by Apollo13
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The auto Recyle does not work that way. Auto Recyle does not recycle until the part is unloaded. If your using a Mod that keeps vessels loaded for longer distances then this will break the Auto Recycle Function of MCE.

What should happen is that you take off, loose your boosters and at 2.5M the boosters will be Autodestroyed by KSP. When that happens MCE kicks in and auto calculates based on what you have for parachutes and at least a Drag of 70 for that part with parachutes. If you pass the 70 Drag Check you get recycle. If not, then you don't. You can see the whole process working in the Debug menu, and it will tell you if it passed or not. And give you an idea what more you need to add for parachutes to get it to work.

If you research Assisted rocket landing, you can bypass the parachutes and use rocket engines to land (again its all calculations and not actually done). Its been changed in .70 you now need a DeltaV of 500 and TWR of at least 1.5 on your part at separation to work.

Edited by malkuth
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As I mentioned, upon landing ,the booster was only 250 meters from me, far short of 2500 meters; so, it was not loaded for longer distances. Also, the booster landed intact without damage. Should I not have received the recycle value for it? The booster is a stock Rockomax BACC SRB, not a mod. Attached to it were three stock radial-mounted parachutes and a NovaPunch TD-M9 decoupler.

Edited by Apollo13
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As I mentioned, upon landing ,the booster was only 250 meters from me, far short of 2500 meters; so, it was not loaded for longer distances. Also, the booster landed intact without damage. Should I not have received the recycle value for it? The booster is a stock Rockomax BACC SRB, not a mod. Attached to it were three stock radial-mounted parachutes and a stock TD-M( decoupler.

Not if ksp didn't auto destroy them. If they are still in game then KSP didn't destroy them. MCE is looking for that to happen to give you auto Recycling. Not sure what is going on in your game but if your taking off with a rocket your going straight up. Once you hit the 2.5K mark separating your vessel from the spent stages KSP will auto destroy the spent stages. If your rocket failed, and you came down with the boosters then that could be the problem and why KSP didn't auto Destroy your boosters.

You might be able to still get recycling out of the landed boosters though by going into tracking station, turning on debris, and pressing recover button for that part. Not sure if that still works or not, have not tried in a long time to do it that way.

Edit: I can verify that going into trackingStation and using its recover Vessel on landed parts works. Can clean up your yard pretty well and make a pretty good profit.

Edited by malkuth
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I do not separate from the booster until I am descending. At approximately 15000, that's when I separate. This is why I was able to land 250 meters from the booster. I did not separate on the way up. At no time after separation was there a distance of more than 1300 meters between the command module and the booster; even in free fall and under parachute. Upon landing, I was 250 meters between the command module and the booster.

nbv6FiC.gif

Edited by Apollo13
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I do not separate from the booster until I am descending. At approximately 15000, that's when I separate. This is why I was able to land 250 meters from the booster. I did not separate on the way up. At no time after separation was ther a distance of more than 1300 meters between the command module and the booster; even in free fall and under parachute. Upon landing, I was 250 meters between the command module and the booster.

Ok so in that situation AutoRecyle won't work for you.

But you can recover the parts in TrackingStation like I mentioned above without any issues. ;)

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Oddly, in the Tracking Station, I am not presented with the option to recover debris. In the KSP settings, I set Max Persistent Debris to 25. Yet, there is no debris in the TS either in orbit nor on the ground. I have 40 flights going. Do I need to set Persistent Debris to greater than 40?

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Oddly, in the Tracking Station, I am not presented with the option to recover debris. In the KSP settings, I set Max Persistent Debris to 25. Yet, there is no debris in the TS either in orbit nor on the ground. I have 40 flights going. Do I need to set Persistent Debris to greater than 40?

Believe that settings file includes Current Vessels. So if you have 40 vessels, and only 20 Debris then you will never have Debris.

If you have debris set to say 60, then you can have 20 Debris with your current vessel count. Could be wrong but sounds about right.

Also make sure that you filter back in the debris, its off by default in Most map views. the little icons that pop out when your bring your cursor to top of the Screen.. Shows all different vessels you can show in map views.

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As an experiment, I created another rocket with a couple LF/Oxy tanks on it. At 3000 meters ascending, I decoupled those tanks and followed them to the ground; they landed safely under parachutes.. Therefore, the main rocket was farther than 2500 meters after the tanks would land.

Upon landing of the first fuel tank, I clicked the "Recover" button at the top of the screen and checked the CB. I did not receive any recycle funds (SV=1716). I then went to the Tracking Station to recover the other tank (same SV). Having increased Max Persistent Debris to 100, debris was now available. I selected the second tank and clicked the Recover option. I received no recycling refunds.

z6FEDOu.gif

Edited by Apollo13
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I have just updated to .71 and have found a problem that, from the change log, might have been introduced by .69.

I'm running the Bootstrap missions, Kerbal SOI package, and my trouble is with the optional goal for the Katurn I mission, which is an EVA with a minimum altitude requirement. I start my EVA, ascend to the required altitude, but then can't complete the goal… It keeps telling me the Kerbal is EVA and I need to return to the pod, but if I do that, the EVA flag flips to FALSE and the goal still can't be completed.

Help!

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@billmitchell: the flag will flip to false, which is OK. It has already recorded that you completed the EVA. Does it show this above a bar marked "Hide Finished Goals"?

Edited by Apollo13
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@billmitchell: the flag will flip to false, which is OK. It has already recorded that you completed the EVA. Does it show this above a bar marked "Hide Finished Goals"?

Nope. "Hide Optional Goal"

Looking at the code, I think the "BSP - Kerbin SOI.mpkg" file might need "evaNotAllowed = false" added to the SubMissionGoal somewhere around line 147, otherwise the sub-mission can't be completed because it requires an EVA but insists on not being on EVA at the time...

Either that, or the SubMissionGoal class file needs to inspect its child values and update its evaNotAllowed property appropriately.

Or of course, I'm misreading the code!

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Ok guys I need Some Help :)

I need a new part for the New Rover Science Mission.. Doesn't have to be special (animations would be great) this fits on rovers or landing probes and will be the main part for the new Mission Goal RoverResearch.

New Part for ScienceProbes.. Like the Rover lander Or Probe lander this part is used for the New Mission Goal Probe Research and its main use is for orbital operations around planetary bodies.

New Part For Asteroid Research another mission goal I plan on adding is for Intercepting and Researching the new Asteroids that are coming out.

Still need parts for The RepairPart (something along lines of a hatch, or acessway that opens up).

Maybe a Part for the repairparts.

I have no real time to start my own parts... Or really have any great Modelling and texture abilities.. I keep thinking I will try but.. Time constraints are just too much. I want to get these new MissionGoals Out.. The plan is to either have dedicated parts, or I will just use placeholders. I would be very thankful for any help in these departments. Thanks everyone!

Do you still need these parts?

-Repair Access Hatch: For the repair hatch you simply want a box players can click on that opens up revealing some electrical components inside. "Repair Access Hatch" would be called and you'd surface attach it to anything, right?

-Rover Probe: What do you want this part to look like? Does something like a small 2ftx2ft cellular antenna work?

-Asteroid Research: What does this part look like?

Once I get the trucks out of the way, I should be able to squeeze some time in to put these parts together. Feel free to PM me more details.

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Nope. "Hide Optional Goal"

Looking at the code, I think the "BSP - Kerbin SOI.mpkg" file might need "evaNotAllowed = false" added to the SubMissionGoal somewhere around line 147, otherwise the sub-mission can't be completed because it requires an EVA but insists on not being on EVA at the time...

Either that, or the SubMissionGoal class file needs to inspect its child values and update its evaNotAllowed property appropriately.

Or of course, I'm misreading the code!

Seems it is a little more complicated than I hoped… Just updating the file and restarting the game wasn't good enough. Requires more thinking!

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Seems it is a little more complicated than I hoped… Just updating the file and restarting the game wasn't good enough. Requires more thinking!

I will check it out when I get a chance. But EVA goals automatically get the evaNotAllowed=false automatically.

- - - Updated - - -

Do you still need these parts?

-Repair Access Hatch: For the repair hatch you simply want a box players can click on that opens up revealing some electrical components inside. "Repair Access Hatch" would be called and you'd surface attach it to anything, right?

-Rover Probe: What do you want this part to look like? Does something like a small 2ftx2ft cellular antenna work?

-Asteroid Research: What does this part look like?

Once I get the trucks out of the way, I should be able to squeeze some time in to put these parts together. Feel free to PM me more details.

Yes that would be great. :)

The current parts that MCE has is.

Rover Research Box. Simply a part that scans while on ground.

Orbital Research Box. An oribital version of the rover box.. Or vice versa the Rover Research box is rover version of Orbital Box. :)

Repair Access is correct.

Edited by malkuth
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Seems it is a little more complicated than I hoped… Just updating the file and restarting the game wasn't good enough. Requires more thinking!

Ah so the reason that mission Optional Goal does not work is because the Altitude flag has to have the evaNotAllowed=false. Since it does not then its not accepting an EVA right now. Most EVA goals are seperate and this issue does not arise. But replace this in your file and it should work.


Mission
{
name = Katurn I
description = Launch from the KSC, achieve a stable orbit, complete an EVA, and safely land. Optional goal of taking an extended spacewalk during EVA and returning to vessel.
reward = 65000
category = MANNED, ORBIT
packageOrder = 5

OrbitGoal
{
body = Kerbin
crewCount = 1
minPeA = 80000
maxPeA = 85000
minApA = 80000
maxApA = 85000
}

EVAGoal
{
description = Complete an EVA with at least one crew member.
}

SubMissionGoal
{
description = Use EVA pack thrusters to ascend to an altitude of at least 86 kilometers before re-boarding the vessel.
optional = true
reward = 35000

EVAGoal
{
}

OrbitGoal
{
throttleDown = false
body = Kerbin
minAltitude = 86000
[B]evaNotAllowed = false[/B] // add this to fix the EVA problem with this mission goal.
}
}

LandingGoal
{
description = Land the vessel on the surface.
body = Kerbin
}
}

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Ah so the reason that mission Optional Goal does not work is because the Altitude flag has to have the evaNotAllowed=false. Since it does not then its not accepting an EVA right now. Most EVA goals are seperate and this issue does not arise. But replace this in your file and it should work.


Mission
{
name = Katurn I
description = Launch from the KSC, achieve a stable orbit, complete an EVA, and safely land. Optional goal of taking an extended spacewalk during EVA and returning to vessel.
reward = 65000
category = MANNED, ORBIT
packageOrder = 5

OrbitGoal
{
body = Kerbin
crewCount = 1
minPeA = 80000
maxPeA = 85000
minApA = 80000
maxApA = 85000
}

EVAGoal
{
description = Complete an EVA with at least one crew member.
}

SubMissionGoal
{
description = Use EVA pack thrusters to ascend to an altitude of at least 86 kilometers before re-boarding the vessel.
optional = true
reward = 35000

EVAGoal
{
}

OrbitGoal
{
throttleDown = false
body = Kerbin
minAltitude = 86000
[B]evaNotAllowed = false[/B] // add this to fix the EVA problem with this mission goal.
}
}

LandingGoal
{
description = Land the vessel on the surface.
body = Kerbin
}
}

Great. That was my next attempt. Do we need to raise this as a bug against the bootstrap mission packs bundled with MCE, or is this forum sufficient?

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I've experienced the repair bug again for Random Missions #34. This appeared to have been fixed previously.

Scenario: Rendezvoused with satellite to be fixed. Transferred repair parts from canister to repair panel and clicked start repair. The repair part was consumed, but I was not credited with the repair.

Sidebar: what was the manual fix? I don't want to try to search nearly 1850 entries in this thread. thanks

Sidebar #2: Why would anybody perform Stock mission ComSat I when ComSat IV has the exact same basic requirements (apoapsis, periapsis, inclination, eccentricity=0.0001)? ComSat I pays 65000; ComSat IV pays 100000.. ComSat III adds a LAN requirement, but it still pays less than ComSat IV which doesn't. I guess it's time for me to start tweaking these gameplay issues (for me, at least) prior to KSP 0.24, when I will delete all my MCE and Science/Techtree progress to begin both anew.

Edited by Apollo13
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