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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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if you know anything about programming you can go onto my github page and do a pull request and fix the spelling issues. I ran mostly everything threw word2013 before pasting them back into the code. Guess was not good enough. :)

Worked on it some last night and today. I hope I'm doing it correctly as far as branches / pull requests go, I haven't used Github all that much.

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Hi. Is there a way to clean the state of the "story missions". I started a new game, and first story mission I seem to be getting is luna II. Which was the last mission I got in my previous game.

Hmmm the Dave files are saved on your persistent file should not have done that. But yes, you can go to debug menu in settings and set individual historic contracts to false.

If you don't see debug go into settings tab and turn debug mode on.

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Its radial attach, works just like any other hexcan. In fact that is all it is. Never had an issue like this so not sure what could be causing it.

Hello,

I changed the cfg for that part to set the node_attach and node_stack to be exactly the same as the TAC hexcan (in fact, it's only reducing the size and the angz on node_attach).

It seems to work now, the repairs parts stays in place during flight :D

Thanks for the awesome mod !

[EDIT]: Well I spoke to fast, it doesn't work so I just added the repair parts resources to all command module

Edited by Skunk
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One minor UI issue I have is the settings windows dont remember their locations. I always have to move them back to where I had them. Would it be possible make them remember their location between loads?

I will make a note of this and add it to a future version.

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Worked on it some last night and today. I hope I'm doing it correctly as far as branches / pull requests go, I haven't used Github all that much.

Managed to check it out before I left. Everything looks great, thanks for the help. Your updates will be in the next version. ;)

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Managed to check it out before I left. Everything looks great, thanks for the help. Your updates will be in the next version. ;)

Cool! Not sure why I ended up with 2 separate forks or branches or whatever, but at least it worked.

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Slight bug. Using the latest version, disabling the Historical contracts doesn't seem to work. The first Vostok contract will not go away from the contract screen no matter how many times i decline it. I have edited the config.txt file for MCE2 to disable all historical contracts, but no effect has been seen.

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Hey Malkuth,

Using 1.8.2, might download the new version if/when I convince myself to let the archives get wiped clean.

Enjoying your mod a lot!

Question:

I've accepted my first custom crew transfer mission and one of the parameter for the mission is to dock with the station in orbit. Just to confirm, do I have to keep the vessel docked to the station for the period of time for the contract?

Or, am I allowed to bring a spaceplane, transfer the crew (I imagine these to be scientists and missions specialists), and return the spaceplane for the duration of the contract completion time? I would later launch another spaceplane and bring the station crew back to Kerbin.

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Hey Malkuth,

Using 1.8.2, might download the new version if/when I convince myself to let the archives get wiped clean.

Enjoying your mod a lot!

Question:

I've accepted my first custom crew transfer mission and one of the parameter for the mission is to dock with the station in orbit. Just to confirm, do I have to keep the vessel docked to the station for the period of time for the contract?

Or, am I allowed to bring a spaceplane, transfer the crew (I imagine these to be scientists and missions specialists), and return the spaceplane for the duration of the contract completion time? I would later launch another spaceplane and bring the station crew back to Kerbin.

*shock* you mean you don't leave your station crews any means to escape in an emergency??

hmm now there's an idea for a contract... "Your station is borked, you must get the crew back to Kerbin before the contract expires in one hour, or they expire too. And you loose the station."

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*shock* you mean you don't leave your station crews any means to escape in an emergency??

hmm now there's an idea for a contract... "Your station is borked, you must get the crew back to Kerbin before the contract expires in one hour, or they expire too. And you loose the station."

Hahaha!

Alas, my missions aren't that "kerbal" and amusing.

The station is equipped with escape pods equal to the crew capacity of the the station:sticktongue:

Edit: I do like the idea for that contract.

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Hey Malkuth,

Using 1.8.2, might download the new version if/when I convince myself to let the archives get wiped clean.

Enjoying your mod a lot!

Question:

I've accepted my first custom crew transfer mission and one of the parameter for the mission is to dock with the station in orbit. Just to confirm, do I have to keep the vessel docked to the station for the period of time for the contract?

Or, am I allowed to bring a spaceplane, transfer the crew (I imagine these to be scientists and missions specialists), and return the spaceplane for the duration of the contract completion time? I would later launch another spaceplane and bring the station crew back to Kerbin.

You can undock the timer actually goes when you hit orbit with your craft, and the time is attached to that craft. As long as you don't deorbit it you should be all set.

In 1.09 I rewrote this part of code and the timer does not start until you dock with station and its attached to station at that point.

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I just started doing some custom comsat contracts and it requires a repair panel. I thought the new small repair panel would still count for this but it does not. The satellites Im making are very small and the regular repair panel is way too big visually for them. Would it be possible to make the small repair panel and the repair panel count as the same item for these missions?

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EDIT: see Malkuth's explanation below this.

I cannot transfer repair parts from the Repair Can to the Skylab. When I clicked the "Check if system is ready", I got the message in the black box. However, when I ALT-RightClicked the Repair Panel (on Skylab) and the Repair Can (on manned module), I am not given the option to transfer the repair part. I even tried manning the Skylab to see if that would help; no joy.

Note that the contract page indicates that I don't have "...at least 1 repairParts.". Granted, the Repair Can shows I have "SpareParts". Is that the problem? If so, where do I find "repairParts"?

wiyNEiC.jpg

Edited by Apollo13
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I cannot transfer repair parts from the Repair Can to the Skylab. When I clicked the "Check if system is ready", I got the message in the black box. However, when I ALT-RightClicked the Repair Panel (on Skylab) and the Repair Can (on manned module), I am not given the option to transfer the repair part. I even tried manning the Skylab to see if that would help; no joy.

Note that the contract page indicates that I don't have "...at least 1 repairParts.". Granted, the Repair Can shows I have "SpareParts". Is that the problem? If so, where do I find "repairParts"?

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

No more repair parts. Been replaced with spare parts. You can't ship to ship transfer spare parts . You have to go into Eva, transfer spare parts in Eva using Kert. Then transfer to repair panel.

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I just started doing some custom comsat contracts and it requires a repair panel. I thought the new small repair panel would still count for this but it does not. The satellites Im making are very small and the regular repair panel is way too big visually for them. Would it be possible to make the small repair panel and the repair panel count as the same item for these missions?

I might if forgot to add the small repair panel to that contract I'll fix it next update.

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No more repair parts. Been replaced with spare parts. You can't ship to ship transfer spare parts . You have to go into Eva, transfer spare parts in Eva using Kert. Then transfer to repair panel.
Thanks for the quick explanation. Will do!!

tried. Got tired of screwing with it. Just did ALT-F12/Contracts/Com(plete) for the contract after waiting 28 days required in the contract.

I opened Repair Can transfer dialog and hit Out button. Tried to open Skylab's Repair Panel Transfer and was told I was too far. Upon flying to Skylab's Repair Panel, I opened that transfer. Could not open Repair Can's transfer dialog (too far). Tried multiple times, including return to capsule to test if "ready for repair" was set.

Please provide step-by-step instructions on how to accomplish repair contracts.

Edited by Apollo13
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Can the Small Repair Panel not fulfill the same purpose as the standard Repair Panel, as far as contract parameters go? Was going to launch a small satellite that required a Repair Panel, but with it being small I tried to use the Small Repair Panel instead, and it's not checked off on the launchpad...

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Can the Small Repair Panel not fulfill the same purpose as the standard Repair Panel, as far as contract parameters go? Was going to launch a small satellite that required a Repair Panel, but with it being small I tried to use the Small Repair Panel instead, and it's not checked off on the launchpad...
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Thanks for the quick explanation. Will do!!

tried. Got tired of screwing with it. Just did ALT-F12/Contracts/Com(plete) for the contract after waiting 28 days required in the contract.

I opened Repair Can transfer dialog and hit Out button. Tried to open Skylab's Repair Panel Transfer and was told I was too far. Upon flying to Skylab's Repair Panel, I opened that transfer. Could not open Repair Can's transfer dialog (too far). Tried multiple times, including return to capsule to test if "ready for repair" was set.

Please provide step-by-step instructions on how to accomplish repair contracts.

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Hey did you ever get to adding multiple resources to the resupply contracts? Looks like the "landed on the launchpad" bug is still around too.

No not yet. Hmm have not seen the landing one happen. I will have to test it when I get some time.

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Can the Small Repair Panel not fulfill the same purpose as the standard Repair Panel, as far as contract parameters go? Was going to launch a small satellite that required a Repair Panel, but with it being small I tried to use the Small Repair Panel instead, and it's not checked off on the launchpad...

Small Repair Panel works for me. Shows as green text in contracts dialog when a repair Panel is required.

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Small Repair Panel works for me. Shows as green text in contracts dialog when a repair Panel is required.

True, but some of the other contracts I might I forgot to change a few lines of code for it to work correct in other contracts. I know 1 contract works for sure just can't remember right now without looking at code which one.

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