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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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I hoping there is an option for distance from Target A to Target B, make making these types of contracts much more easy. If not then take a little code to make it work, and not be cheated by player.

For instance the way things work now. Even if I have 4 separate Orbit at this height objectives. Once the player brings the first satellite into space and reaches the objective all objectives will be complete. Trying to figure out a way for only 1 vessel can do each objective, or each objective must be Certain distance from the other to complete. The last part would be the easiest I think.

Not sure what distance has to with veryinky's post? The objectives would be to bring back/recover those three kerbals, doesnt matter how you do it. I dont see a way of cheating the system (other than landing a few km off, and eva'ing to your landed ship).

If you need a way of measuring distance, and the game doesnt include it, you could use the latitude/longitude/altitude to determine distance from stranded kerbals?

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Having some problems. Tried installning, no contracts, no nothing. Tried a fresh new save, nothing there, not even the stock contracts. Tried reinstallning the mod, nothing.

Anything I've missed?

Need to see outputlog file to see whats going on. Might be having a bad reaction with another mod.

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Not sure what distance has to with veryinky's post? The objectives would be to bring back/recover those three kerbals, doesnt matter how you do it. I dont see a way of cheating the system (other than landing a few km off, and eva'ing to your landed ship).

If you need a way of measuring distance, and the game doesnt include it, you could use the latitude/longitude/altitude to determine distance from stranded kerbals?

No I was talking about a ComSat Delivery of 4 satellites into orbit at the same time. All in one contract.

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Slightly off subject; anyway to incorporate DMagic's parts into satellite missions? Or, bring his missions directly into MCE?

No, he has his own contracts for his parts, they should work together fine I would think. Seems to be a bug in MCE I missed thats causing a lot of strange NRE spam at startup, trying to track it down and get a quick fix up.

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I fixed the problem with the NRE spam at startup. Was because of the way I was loading the Default ToolBar for KSP. Was still using the old hack to make them stay and for some reason started acting up.

It fixed. I just have to do some more testing because the version I fixed is my Version and was working on some other stuff, that not done yet so have to hide it from loading.

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patch 2D is out. This is what changes.

1. This new version includes all fixes in Hotfix 2b and 2C

2. Fixed the Mass wall of NRE During startup. Was caused by way I was loading the Default ToolBar.

3. Added option in config file to get rid of Rescue Kerbals from space contract. THIS IS OFF BY DEFAULT. If you want it on change it in Config file. I highly suggest you make sure no other mod does the same thing. If thats the case Keep the MCE version off!

4. Added a little Helper for you if you need it in the Orbital Period contracts. This is another thing you have to TURN ON in config file. I plan on expanding this later on to use something other then the ScreenMessage system of KSP. It works though for now. ;)

5. Both Orbital Research and Lander Research Contracts will only be available on Planets you have found. to find a planet you just have to fly by it. ;).

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patch 2D is out. This is what changes.

1. This new version includes all fixes in Hotfix 2b and 2C

2. Fixed the Mass wall of NRE During startup. Was caused by way I was loading the Default ToolBar.

3. Added option in config file to get rid of Rescue Kerbals from space contract. THIS IS OFF BY DEFAULT. If you want it on change it in Config file. I highly suggest you make sure no other mod does the same thing. If thats the case Keep the MCE version off!

4. Added a little Helper for you if you need it in the Orbital Period contracts. This is another thing you have to TURN ON in config file. I plan on expanding this later on to use something other then the ScreenMessage system of KSP. It works though for now. ;)

5. Both Orbital Research and Lander Research Contracts will only be available on Planets you have found. to find a planet you just have to fly by it. ;).

Great! Going to try it now!

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Having some problems. Tried installning, no contracts, no nothing. Tried a fresh new save, nothing there, not even the stock contracts. Tried reinstallning the mod, nothing.

Anything I've missed?

Hi :)

I have a similar issue. After a lot of tests on fresh KSP installation (0.24.2), the problem comes from Texture Replacer 1.6.1 (nothing in, just Texture Replacer) for me. If I desinstall it, MCE work correctly... But I found nothing in KSP debug tool and I haven't managed to crash the game for generate a output_log :(

Sorry for my bad english...

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malkuth I'm still getting the NRE bugs like before. Can't enter any buildings. 64-bit KSP :P

Need to see your output_logfile in your Kerbal Space Program\KSP_x64_Data

Without that can't tell you whats wrong. All I can tell you is that I developed MCE in the new 64 Bit KSP envioroment, and use 64 bit myself without to many issues. Until I install other mods that don't work so well with 64bit ksp.

Don't give me the one from the 32 bit data folder. Won't have the info I need.

Edited by malkuth
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Need to see your output_logfile in your Kerbal Space Program\KSP_x64_Data

Without that can't tell you whats wrong. All I can tell you is that I developed MCE in the new 64 Bit KSP envioroment, and use 64 bit myself without to many issues. Until I install other mods that don't work so well with 64bit ksp.

Don't give me the one from the 32 bit data folder. Won't have the info I need.

Sure I can get that. I don't know why this is happening because it works on the MCE from before? It's not crashing it just doesn't let me click any the buildings to go into and the log (alt+F2) says a bunch of NRE. :huh:

Beware I have A LOT of mods which a majority are plugins. I have not had any problems with my save and install other than random crashes but that's a 64-bit problem.

https://www.dropbox.com/s/99tbgd87oxr1eec/output_log.txt

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Hi :)

I have a similar issue. After a lot of tests on fresh KSP installation (0.24.2), the problem comes from Texture Replacer 1.6.1 (nothing in, just Texture Replacer) for me. If I desinstall it, MCE work correctly... But I found nothing in KSP debug tool and I haven't managed to crash the game for generate a output_log :(

Sorry for my bad english...

Same issue apparently. I'm only getting what look like MCE missions now, but if I start a new campaign, nothing. 2C patch. Also, Malkuth, I think you might need a scaled truecolor for your agency to show up as a contract giver. Let me know and I can fix your agency cfg and scaled logo.

Edited by UAL002
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Same issue apparently. I'm only getting what look like MCE missions now, but if I start a new campaign, nothing. 2C patch.

I don't know why texture replacer would mess that up. I will load up texture replacer and see whats up.

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Sure I can get that. I don't know why this is happening because it works on the MCE from before? It's not crashing it just doesn't let me click any the buildings to go into and the log (alt+F2) says a bunch of NRE. :huh:

Beware I have A LOT of mods which a majority are plugins. I have not had any problems with my save and install other than random crashes but that's a 64-bit problem.

https://www.dropbox.com/s/99tbgd87oxr1eec/output_log.txt

All your Null Refrences are from KerbTown. Now if that mean Kerbtown and MCE don't get along, I can't tell. Can't find anything bad about MCE in log file.

NullReferenceException
at (wrapper managed-to-native) UnityEngine.Renderer:set_enabled (bool)

at PQSCity+LODRange.SetActive (Boolean active) [0x00000] in <filename unknown>:0

at Kerbtown.KerbTown.DestroySoInstance (Kerbtown.StaticObject staticObject) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Kerbtown.KerbTown:DestroySoInstance(StaticObject)
Kerbtown.KerbTown:DestroyInstances(Dictionary`2)
Kerbtown.KerbTown:OnDestroy()

Edited by malkuth
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Ok UAL002 and Misucat found out the reason Texture Manager is causing issues with MCE. MCE has its own custom Agency with its own texture, for some reason TM is not finding this and its messing up the TM system of replacing textures for Agencies. A quick fix for you if you want to use both mods is to delete my Agency Folder in MissionControllerEC.

That should do it. ;)

Not really an MCE issue, TM seems to not be ready expansion Agencies with own textures.

Might be because of the Name I gave file also. Not sure.

Edited by malkuth
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All your Null Refrences are from KerbTown. Now if that mean Kerbtown and MCE don't get along, I can't tell. Can't find anything bad about MCE in log file.

-snip

That is strange. I'm not sure why KerbTown would conflict with MCE since it was working in a previous version from a day ago?

The problem was the Agency folder in MCE. I deleted it and now it works.

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Quoting from earlier for visability.

"Also, Malkuth, I think you might need a scaled truecolor for your agency to show up as a contract giver. Let me know and I can fix your agency cfg and scaled logo."

Ill assume you need this and knock it out real quick.

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Ya, I have no way of making a truecolor. LOL. You did make the logo for me though. :) If you want fix it that would help a great deal.

the funny thing is without the truecolor I was still getting the logo in the offers.

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That is strange. I'm not sure why KerbTown would conflict with MCE since it was working in a previous version from a day ago?

The problem was the Agency folder in MCE. I deleted it and now it works.

Ya the agency file is missing an important file, I will have it fixed next version though.

But back to the kerbtown thing. You were getting massive Errors from that, not sure if its still doing it?

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hmm, I was not, either way. This is how a bunch of others including myself are doing it. It seems to work.

https://dl.dropboxusercontent.com/u/6911908/Agencies.zip

Changed:

-Added 25% smaller logo, added "_scaled" in the name, renamed .png extension to ".truecolor" (apparently that's how you do it.)

-Changed name of MCEAgent.cfg to Agents.cfg not sure if that matters. Added an entry in the cfg that points to the scaled.truecolor

-profit?

Yours truly,

UAL002

Off to bed for now. If I screwed anything up Ill be off work tomorrow afternoon to help fix.

Edited by UAL002
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Ya the agency file is missing an important file, I will have it fixed next version though.

But back to the kerbtown thing. You were getting massive Errors from that, not sure if its still doing it?

I'm not noticing any NRE in the log any more, it's running pretty good because I just completed another satellite mission.

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