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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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Using Windows 7

I figured out what was causing issue, and for now deleted the pop up and released a hotfix. Its basically the same .dll you have so no need to re download.

Version .72B.

1. Fixed an issue with the Intro Popup always showing up. Been removed from MCE for now.

2. Hopefully fixed some Screen Res issues with some windows.

Edited by malkuth
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Steven whats your resolution set to?

It's 1680x1050

Edit: Steven I made this .dll file for you see if it helps or not. Please go to your GameData\MissionController\Plugins\PluginData\MissionController folder first and delete the file named config.xml.

Download this and replace the MCE .dll file located in GameData\MissionController\Plugins

No difference. Here's a screenshot:

BuNPuWl.png

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Did you delete the config.xml?

I just tried putting my game into your res and didn't have this issue. So my guess thats not the problem. Only time I ever see that happen is when the window is missing something, or some kind of error the window is looking for and MCE can't find it, so the window dies.

Hmmmm... Look back again at what you posted before with the log.

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Did you delete the config.xml?

Yes but only after the problem started happening, hoping it would force the plugin to recreate it (which it did, by the way). The missing file is not the cause of the problem because I only removed it after the problem happened and the problem looks identical now to what it looked like before I did that.

Can you just tell me what the section for the user contracts window is *supposed* to be called? Then maybe I can manually add it to the config.xml file

[edit] It seems to be bombing out when trying to do something called:

System.Collections.Generic.List`1[MissionController.AsteriodCapture].get_Item

So I now think that what's happening is that it's trying to bring up an old user mission (an asteroid capture) that's no longer valid so it dies before it finishes drawing the window. If I can find where that is stored in the save file I'd just get rid of the leftover record of that mission so it stops trying to bring it up.

Edited by Steven Mading
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Yes but only after the problem started happening, hoping it would force the plugin to recreate it (which it did, by the way). The missing file is not the cause of the problem because I only removed it after the problem happened and the problem looks identical now to what it looked like before I did that.

I think I have an idea of whats going on looking back at your logs. Were going to have to try something and it might be a pain in the ass.

But first I need you to Unlock the MCEDebug in the settings.cfg file. Set it to true. Reload KSP and enter your game. Go right to the settings menu and you should have a bunch of new options. Choose the one that says Find Asteroid And Choose Name.

What I think is happening and I will try to reproduce is that MCE has not yet populated its Asteroid list yet (new game maybe?) and so when the UserContract screen opens and looks for this info your getting an error that kills the window.

Try this and see if it helps. I will try to find a work around for this on my end. By the way your using 23.5 correct?

Edited by malkuth
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I think I have an idea of whats going on looking back at your logs. Were going to have to try something and it might be a pain in the ass.

But first I need you to Unlock the MCEDebug in the settings.cfg file. Set it to true. Reload KSP and enter your game. Go right to the settings menu and you should have a bunch of new options. Choose the one that says Find Asteroid And Choose Name.

What I think is happening and I will try to reproduce is that MCE has not yet populated its Asteroid list yet (new game maybe?) and so when the UserContract screen opens and looks for this info your getting an error that kills the window.

Try this and see if it helps. I will try to find a work around for this on my end. By the way your using 23.5 correct?

Yes it's 0.23.5.

I think you're right about the cause of it. I think the root of the problem is that the user contracts are not stored in a per-savegame way, so when a new savedgame is started (which is exactly what I was doing, yes), it tries to bring up the previous user contract that's referring to things that don't exist in the new game. (that doesn't seem to be true anymore, never mind)

IMO if the user contracts refer to things that only exist in one of the saved games it sort of makes sense for it to not be quite as 'global' as it is.

Is there a way to just delete the pending user contract entirely so it stops trying to bring it up and starts afresh? I think that would be easier than trying to name a new asteroid to match the one in the mission from an older game.

Edited by Steven Mading
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But first I need you to Unlock the MCEDebug in the settings.cfg file. Set it to true. Reload KSP and enter your game. Go right to the settings menu and you should have a bunch of new options. Choose the one that says Find Asteroid And Choose Name.

I already had MCEDebug turned on. Your idea did eventually work, but it first required that I go into the Tracking Station and highlight an asteroid there, and then from that screen click Find Asteroid and Choose Name. Until I was on that screen, clicking that button didn't fix the problem.

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Yes it's 0.23.5.

I think you're right about the cause of it. I think the root of the problem is that the user contracts are not stored in a per-savegame way, so when a new savedgame is started (which is exactly what I was doing, yes), it tries to bring up the previous user contract that's referring to things that don't exist in the new game. (that doesn't seem to be true anymore, never mind)

IMO if the user contracts refer to things that only exist in one of the saved games it sort of makes sense for it to not be quite as 'global' as it is.

Is there a way to just delete the pending user contract entirely so it stops trying to bring it up and starts afresh? I think that would be easier than trying to name a new asteroid to match the one in the mission from an older game.

You can safely delete the whole Saved Contract. Should be named YourSaveGameNameUserContract.cfg file.

MCE will make another one for you with blank slate. For best results I would delete it while KSP is not loaded.

never seen it happen before but its possible you might not have any asteroids in range in current game. So when MCE checks for it the list is not being made. And User Contract is messing up when it tries to load a List of asteroids that is not populated. In this example the list won't even exist. Not sure what to do about this if this is the case.

Edited by malkuth
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I already had MCEDebug turned on. Your idea did eventually work, but it first required that I go into the Tracking Station and highlight an asteroid there, and then from that screen click Find Asteroid and Choose Name. Until I was on that screen, clicking that button didn't fix the problem.

that is weird. I was almost able to reproduce this. Only difference was my screen did not shrink like yours. And oddly enough pushing the Find Asteroid button is what did it. (cleared the whole window) but a follow up click on User Contract Button cleared it and the screen went back to normal.

I will have to work on adding some error checking to this part of the code in case this happens again, at least the screen won't die.

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I figured out what was causing issue, and for now deleted the pop up and released a hotfix. Its basically the same .dll you have so no need to re download.

Version .72B.

Glad to hear you're on the right path. I've been a developer for over 40 years; so, I know how frustrating these intermittent or hard-to-reproduce bugs can be.

Sidebar: I noted in Curse that within 8 hours of releasing vers. 0.72, over 1700 downloads were made. Shows you how very popular your mod is.

Concerning Steven's problem. Given that nobody else has that issue I wonder if it's a graphics card incompatibility issue, and does he have the latest graphics driver. My screen resolution is 1920x1080. nVidia 560GTX card

Edited by Apollo13
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there is an inconsistency between the Mission description payout and the Mission Log. In the following, I just completed random #14. The description shows a payout of 350,000. At mission completion, I received that amount. However, the mission Log shows only 250,000. I have all MCE settings set to to Default; I've not tinkered with payouts in the settings file.

oJ58acw.jpg

STv3MFS.jpg

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The Mission Log Book shows each mission's payout. The Ship Log Book Shows the cost of each ship. Each log book shows the ship name and mission it was used on.

SUGGESTION:

Perhaps, either combine these two log books. Or, include the ship cost in the Mission Log or the mission payout in the Ship Log.

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there is an inconsistency between the Mission description payout and the Mission Log. In the following, I just completed random #14. The description shows a payout of 350,000. At mission completion, I received that amount. However, the mission Log shows only 250,000. I have all MCE settings set to to Default; I've not tinkered with payouts in the settings file.

http://i.imgur.com/oJ58acw.jpg

http://i.imgur.com/STv3MFS.jpg

Hmmmm. Ill look into it.

The Mission Log Book shows each mission's payout. The Ship Log Book Shows the cost of each ship. Each log book shows the ship name and mission it was used on.

SUGGESTION:

Perhaps, either combine these two log books. Or, include the ship cost in the Mission Log or the mission payout in the Ship Log.

The reason the logs are this way is because the MissionLog only shows MCE Missions and nothing else. The Ships Built Log shows every single vessel ever launched even the ones that were not part of an official MCE mission.

Edited by malkuth
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new Minor version out. This is not really mandatory but does add some more minor fixes.

Version .723 Minor Fixes

1. Added icons to the Contracts Selection Screen like Mission Selection screen.

2. Fixed all Time in MCE to be Normal Real Time.

3. Fixed a small problem with calculating Mission Payouts and not showing correct when you researched Higher Payouts. The Mission Log Book should now show right amount. Please note this does not apply to older missions, only new ones. Older missions had already recorded, so can't be fixed.

4. Added support for ExtraPlanetary Launchpad Resources.

Edited by malkuth
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Hmmm well Rocket Assisted landings is a separate research option then just Regular recycling. YOu should have it set like this if you want both.


SpaceProgram
{
money = 50000
totalMoney = 50000
totalSpentVessels = 0
TotalSpentKerbals = 0
totalrecycleMoney = 0
otherpaymentmoney = 0
othercostmoney = 0
fuelmode = 0
constructmode = 0
** [B]VRecylce = True[/B] // sets recylce to true for research without the **
VFuels = False
VConstruction1 = False
VConstruction2 = False
** [B]RocketAutoLand = true[/B] // sets RocketAutoland to true.. you must have both VRecycle and this as true for RocketAutoLand to work! without the **
loanmode = 0
currentpayoutlevel = 0
missionlevel2 = False
missionlevel3 = False
currentcontractType = 0
currentcontractytpe2 = 9
currentcontracttype3 = 14
nextTimeCheck = 86400
showRepairVesselName = No Vessels With Repair Available!
showCompanyAvailable = COMB
showCompanyAvailable2 = COMF
showCompanyAvailable3 = COMH
showCompanyAvailable4 = COMA
randomcontractsfreeze = False
timeStartedName = none
timeStarted = -1
timeRoverName = none
timeRoverStarted = -1
timeProbeName = none
timeProbeStarted = -1
randomOrbit = Eve
randomOrbitPay = 250000
randomOrbitscience = 45
randomLanding = Jool
randomLandingPay = 300000
randomLandingScience = 80
asteroidCaptureName = Ast. XUC-428 (unloaded)
asteroidCaptureNameCustom = none
FirstTimeLoad = True

Be advised that you have to make these changes while KSP is closed! Can't do it while its running. And their is 2 .sp files one is a backup, don't change that one by mistake thinking its going to work. Its only backup. ;)

I only wanted regular recycling, and I definitely edited the correct file while KSP was closed… Will try again with the latest version.

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Any luck excluding FASA launch towers from cost calculation? I figured we'd have .24 by now for some dumb reason.

No, but last update I added the ability to not use MCE algorithms anymore and opt to use default KSP config File cost. Works very well. You might have to adjust the mission payouts, I have an explanation in the update post.

Woops actually I released the MCSettings.cfg file with the new values already added... :huh:

So if anyone is wondering why missions pay less this is why. :) Sorry. you can up the payments and change it back to default. should be in order. 1, 1.2, 1.4.

Edited by malkuth
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I actually like your cost system though. I expect it will be a while before we see modders using a consistent pricing system with .24.

Ya, well they have maybe a few weeks until .24 comes out and people will be demanding they fix it. :) Most high end mods are all set.

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I predict there will be a fair amount of debate about fair/realistic prices after .24 comes out. I might even be in on it! :D

About the FASA launch towers, yes at least one is hugely expensive with MCE, but the few times I used it I think I wasn't charged for it. I figured it was because the tower isn't actually "launched". It's not part of the rocket.

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I predict there will be a fair amount of debate about fair/realistic prices after .24 comes out. I might even be in on it! :D

About the FASA launch towers, yes at least one is hugely expensive with MCE, but the few times I used it I think I wasn't charged for it. I figured it was because the tower isn't actually "launched". It's not part of the rocket.

Well I guess that could be true. I never tested it. Very possible that the action of decouple the tower comes before the charge (in most cases I think KSP is in line first code wise) then you won't be charged for it. Should see the same effect with the regular launch towers and I have never noticed it. Hmmmmm. I will check.

Well At this point I can say that your not charged for Launch clamps. Why I never noticed this before is beyond me. LOL. I did a test with the normal clamps and at launch I was charged for price of rocket without clamps. Huh.

Edited by malkuth
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Haha. I never bothered to actually launch with the ungodly costing tower. I'll try when I get home.

Confirmed: No actual charge for clamps. Including FASA. I spent a whole day digging through the CFG files trying to figure out how to build a module manager patch. Sheesh. I need sunlight.

Edited by UAL002
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How could I update this mod with all the progression I made? Where are save files?

Edit: Okay, I found it, but it`s clearly unacceptable that I`m not notified where it is before doing update.

It`s not very hard to kindly point that out, right?

Edited by FennexFox
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