Jump to content

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


malkuth

Recommended Posts

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.

Thanks UAL002. Added to the 2d download.

If anyone want to update.

Link to comment
Share on other sites

MCE 2d may have broken KSP for me. That is, when I go into any building, and I click the Exit icon in the upper right corner, I don't exit.

I removed MCE 2d, and everything is fine again.

EDIT: apparently I DID NOT have MCE 2d. I see the latest 2d has the UAL002 change, which worked.

Edited by Apollo13
Link to comment
Share on other sites

MCE 2d may have broken KSP for me. That is, when I go into any building, and I click the Exit icon in the upper right corner, I don't exit.

I removed MCE 2d, and everything is fine again.

Remove the agencies folder in MCE

EDIT: Oh wait I think that might have been fixed in the newest one. :P

Link to comment
Share on other sites

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.

Wonderful it works perfectly! Thanks you very much and malkuth for this great mod :D

Link to comment
Share on other sites

I was a bit nervous at first when I read some of the descriptions of this mod but I needed new missions as my launch window to Duna was still a bit out and all the parts testing missions were growing thin. I got to say, I was a bit nervous but your MC2 mod gave my career mode new depth! I was able to easily launch a satellite into Kerbin stationary orbit onboard my B9 s2 body Rapier powered space plane with ease. The only thing I'd ask, as I think think this would be a good inclusion, is the ability to fire kerbalnauts if you felt as though you may of hired too many, like I may of lol! Other than that I like the mission variety so far. I'm going to try the simpler satellite mission another day, should be a breeze as the my space plane alone get easily get to a steady orbit of 300k and I only need 100k or so. Anyhow, thanks again for this awesome mod and please more mission variety and I would like to be able to fire kerbalnauts if necessary. I don't want to have to 'fake' accidents to let them go. That's not cool!

Link to comment
Share on other sites

I was a bit nervous at first when I read some of the descriptions of this mod but I needed new missions as my launch window to Duna was still a bit out and all the parts testing missions were growing thin. I got to say, I was a bit nervous but your MC2 mod gave my career mode new depth! I was able to easily launch a satellite into Kerbin stationary orbit onboard my B9 s2 body Rapier powered space plane with ease. The only thing I'd ask, as I think think this would be a good inclusion, is the ability to fire kerbalnauts if you felt as though you may of hired too many, like I may of lol! Other than that I like the mission variety so far. I'm going to try the simpler satellite mission another day, should be a breeze as the my space plane alone get easily get to a steady orbit of 300k and I only need 100k or so. Anyhow, thanks again for this awesome mod and please more mission variety and I would like to be able to fire kerbalnauts if necessary. I don't want to have to 'fake' accidents to let them go. That's not cool!

I thought you could fire them in the Kerbalnauts building. Hmmm I will have to check, if not I will see what I can come up with.

Link to comment
Share on other sites

Should Kerbals that were rescued from orbit also cost 1000 to hire?

They should, once you go back to the SpaceCenter screen. Of course there is an issue with KSP having funds subtracted when you do a scene change. Is this what is happening? Are you getting the message about hire of a new person?

Link to comment
Share on other sites

They should, once you go back to the SpaceCenter screen. Of course there is an issue with KSP having funds subtracted when you do a scene change. Is this what is happening? Are you getting the message about hire of a new person?

Yes, you do get a message that says you hired a Kerbal for 1000.

Link to comment
Share on other sites

Version 2E is up. This is what we got.

New Custom ComSat Satellite Missions:

This is a custom type mission for those looking to build their own Communication Network for Mods like Remote Tech. Or other type mods. This mission is off by default. To access this mission go to the Mission Controller Icon Tab Located at the top right hand corner of the Space Center Screen (Finances Info). Inside this window you will see a bunch of options for ComSat Network. Including MaxOrb and MinOrb. This sets your Max and Min Orbital Period that you want your satellites to be inside. Also see a Choice of planets. Use this to choose where you want your ComSat. And you can also choose a name for your Contract Mission. the last option is Turn on and Off The contract. Once set to ON (or true) you will start getting the contracts you just set up, inside the KSP contract window.

Little note on contracts and how they work. You might have to cycle through a few contracts for The ComSat Contract to show up. And you might have to Decline a few offered ComSat Contracts (in case you made a change to existing contracts) to make any new changes stick.

How ComSat Contract Works

1. Go to the MCE Tab Icon located upper right corner of SpaceCenter View.

2. Select your desired Mas And Min Orbital Period for you Satellites.

3. Select Your Planet.

4. Set your name (or keep default)

5. Turn On The Contracts If already NOT turned on. Turn off if you don't want anymore showing up!

6. Go to Mission Control

7. At first contract might not show, Cancel a few contracts in list you don't want to cycle some new contracts in.

8. If you already had a few ComSat Contracts running and want to see new changes, cancel out any old contracts that are offered.

9. Deliver you satellite to its orbital period.

10. Repeat mission until you have enough satellites to cover your network.

Please note this is still a work in process for this contract. It seems to work but I can't promise a perfect system. I ran out of time to completely test this Contract. But should work. If it doesn't you can just turn it off.

Link to comment
Share on other sites

Doesnt matter what orbit height I attain it will not accept I am in said orbit for the purposes of the contracts checklist or the module accepting I am in one. This has happened around kerbin and the mun

Not running any other contracts based mods, just graphical ones, rasterprop and mechjeb.

Otherwise love it so far

Link to comment
Share on other sites

Hi

Have a strange issue where I can select a comsat mission. It is in the active contracts page but as soon as I go to the VAB the contract disappears so I am unable to complete it. I don't know if this is the cause from my persistent file.

[LOG 10:48:21.888] Untitled Space Craft - Untitled Space Craft

[LOG 10:48:22.223] StnSciScenario started

[EXC 10:48:22.248] ArgumentNullException: Argument cannot be null.

Parameter name: s

[LOG 10:48:30.843] Game State Saved as persistent

Link to comment
Share on other sites

Hmmm. Strange, did you try any others?

Mun landing contract scan starts but never finishes (I tried waiting it out both

in Physical and Warp). It keeps telling me it is ready to scan, but it never finishes.

I tired a short hop to get it to reset - no help.

I can also confirm that your plugin will not recognize a Kerbol orbit for

either sub-goal recognition or to enable the scanner either.

(It says - you must be in orbit to scan...)

But these missions started before CE patch, so they may be

residual issue from earlier.

Taking a quick look at the persistence file I think they come from the

same problem - they both still show the inOrbuit goal as incomplete,

even though I was definitely in the required orbits...

Link to comment
Share on other sites

I have this little "Current Orbital Period" overlay. When I change my orbit (or when I'm ascending), I get more and more of these overlay above each other so that at a certain point they fill the right side of the screen.

Is it correct that this helper is turned on by default?

And the newest version has 2x prices turned on by default?

Link to comment
Share on other sites

I have this little "Current Orbital Period" overlay. When I change my orbit (or when I'm ascending), I get more and more of these overlay above each other so that at a certain point they fill the right side of the screen.

Is it correct that this helper is turned on by default?

And the newest version has 2x prices turned on by default?

You can turn that overlay off in the config file ScreenHelpers = false

And no it should not be at 2x unless I messed up. Again just turn difficulty to 1.

Link to comment
Share on other sites

Mun landing contract scan starts but never finishes (I tried waiting it out both

in Physical and Warp). It keeps telling me it is ready to scan, but it never finishes.

I tired a short hop to get it to reset - no help.

I can also confirm that your plugin will not recognize a Kerbol orbit for

either sub-goal recognition or to enable the scanner either.

(It says - you must be in orbit to scan...)

But these missions started before CE patch, so they may be

residual issue from earlier.

Taking a quick look at the persistence file I think they come from the

same problem - they both still show the inOrbuit goal as incomplete,

even though I was definitely in the required orbits...

Ill check it out when get a chance. I might have to get rid of the sun as an option.

Edited by malkuth
Link to comment
Share on other sites

Sorry guys about the bugs in Orbital Contract and ComSat.

This is whats in 2F.

Had to disable both orbital contract and Lander Contract. They are completely broken, and its the weekend and I have 0 time now to fix them.

Did have time to fix the ComSat Missions though. They should not disappear anymore when in flight.

I will try to get the Orbital Contract and Lander contract back up by next week sometime. Its really bad to get bug reports on weekend because 12 hour work days on weekends don't go well with bug tracking. So a gave up and totally disabled both contracts for now. Sorry.

Malkuth.

This is beta software I highly suggest that you backup your SaveFiles. Most of the time the worst thing MCE will do is wipe your Contract Archives. But still it can be annoying.

Edited by malkuth
Link to comment
Share on other sites

forget to put the new .dll in the new download. Its fixed now. Just in case anyone downloaded before they saw this message. Man this is why you don't fix nothing when you have no time. :) .dll should have date of 8/2/2014 Time of 6:27 PM.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...