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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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Here's another problem, but it's a problem in the configuration of the missions, not the code.

When you try the historical missions, the Agena launch mission says you need to launch the Agena with "any" docking port on it.

But when you go to the next mission, the Agena Target Vehicle mission, to dock with it, it says it requires not just "any" docking port, but specifically the average-sized one ("Clamp-o-tron docking port").

So if you obeyed the "any" docking port requirement of the Agena by making a Sr or Jr docking port, then the follow-up to dock with it requires the wrong kind of port to dock with it.

Ya that one is on my list for a little bit now. :)

I'm afraid to change it though because might cause another archive wipe so saving it for the ksp .90 update.

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Hey steven be glad to know that your fix for the Vessel Must Survive works great. ;)

Also anytime you want to do a Pull Request if you see something wonkey or have a better idea then what I have implemented don't be afraid. I use to have Nathan to keep me in line before he moved onto his other projects.

Anyway be ready for KSP .90 pretty sure we will be seeing that in next week, or maybe 2.

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Edited by malkuth
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thats odd if you fave the FASA mod it should work with the Agena docking adapter

Well you can work around it by having two docking ports on the second mission - the one you'll use to dock and an pointless dummy one just to saisfy he contract. The contract requires a clamp-o-tron docking port to merely exist on the ship, and it requires a docking with the Agena, but it doesn't check if THAT is the port you used to dock or not.

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Version 1.10 For KSP .90 Beta Than Ever Released.

1. Updated for KSP .90 Beta Than Ever.

2. Fixed an issue with Vessel Must Survive option being triggered when other parts of vessel are destroyed. (Thanks Steven Mading for pointing issue out and the fix)

3. Fixed the Agena Contract 2 requiring Docking Port Jr. This been changed to just require a docking port of any kind.

Please note that this version of MCE will not work with .25. Some changes occurred in code again on KSP side that had to change that is not available in .25. If you need a .25 version you will have to still use the older versions below this one.

I do have a version with these fixes for .25 available if you need it just PM me if interested.

Edited by malkuth
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Thanks for the quick update. As I usually do I'll be playing plain stock for a few days after an update to get a good feel of what the update did before I start re-adding mods back in again. Yours is one of the first few I'll be putting back on.

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Ok guys I have done some balancing testing of how I feel .90 has changed the game a huge amount. Now I play hardcore mode most of the time so I can tell you that its pretty tough to get started in hardcore mode (Its basically a grind fest). And some of the early contract are really not enough to get your space program off the ground without grinding survey and EVA ground contracts on the ground (these themselves are not hard they just are annoying to try to do with NO TECH).

So we need a new contract thats for early game development only. And will go away once the satellite contracts start to show up. So I'm trying to think of something that is not to easy but has to do with space flight, crawing around on the ground on kerbin is not fun in my opinion and we need something to fill this gap? I will keep working on it but if anyone has any idea for a new early contract type. Speak up.

Now keep in mind I turn off Part Test and EVA kerbal Rescues...

PS I have 2 brand new parts from Apollo that I can use to help fill this gap.. In fact I was thinking of using apollos parts for the old Research Ground and Research Space Parts and using the old parts to fill this new gap we have in early games. So there ya go..

Edited by malkuth
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Version 1.10.1

1. Updated Landing Parameter again, I think I have eliminated about 75% of the chances of this event firing while waiting to launch. It still happens in rare instances but its about as close as I can get.

2. Added new contract Early years. This contract is to help out what I think is a huge hole in the early years of a campaign game. The basic idea is to launch a vessel (rocket) with early tech and land in a specific Biome on kerbin. Once landed conduct any type of research to conclude the contract. A lot of the early contracts are very difficult (hardcore mode) because you don't have the tech to do the fineprint contracts in early years without it being a grind fest. This helps if you turn off PartTest contracts and rescue kerbals to fill those gaps. The contract does not pay huge amount so you won't get rich off it. Once satellite contracts start popping up this contract does not appear anymore!

3. Fixed agena contract showing up to early in game.

Version 1.10

1. Version KSP .90 Update.

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Absolutely love this mod. It works perfectly with the stock tech tree.

I particularly like the historical missions.

Given that the 0.90 stock integration of 'Fine Print' caters to a lot of the generic 'Do 'X' at place 'Y' using thing 'Z', I have some humble requests cunningly disguised as 'ideas' for more historical missions...

I'm sure you've probably considered them but here goes:

Venera (USSR)

- Unmanned missions to Eve from Flybys to Landings with varying degrees of data transmission (similar to the Luna 2 & 16 in the mod)

Voyager (USA)

- Unmanned probes on Escape trajectory (or really really high orbit) of Kerbol

Mariner/Viking/Pathfinder to Duna

Any comet related missions but shoehorned for Minmus

Other Apollo stuff (AKA Manned stuff before landing or reasons to go back to the Mun after)

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Hi Everyone! First of all Merry Xmas! :) I would like to ask you about the Mission Control 2 mod. It says that I must install it if all the basic missions are done. Does it mean that I have to finish all the default missions? Than what's the point of it? I don't know when I will be finish with ALL of the missions....:( Or I am misunderstanding something? (I am using KSP 0.25). Thank you.

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Absolutely love this mod. It works perfectly with the stock tech tree.

I particularly like the historical missions.

Given that the 0.90 stock integration of 'Fine Print' caters to a lot of the generic 'Do 'X' at place 'Y' using thing 'Z', I have some humble requests cunningly disguised as 'ideas' for more historical missions...

I'm sure you've probably considered them but here goes:

Venera (USSR)

- Unmanned missions to Eve from Flybys to Landings with varying degrees of data transmission (similar to the Luna 2 & 16 in the mod)

Voyager (USA)

- Unmanned probes on Escape trajectory (or really really high orbit) of Kerbol

Mariner/Viking/Pathfinder to Duna

Any comet related missions but shoehorned for Minmus

Other Apollo stuff (AKA Manned stuff before landing or reasons to go back to the Mun after)

The old Mission Controller Extended had loadable mission packs that included some stuff like you described. I miss that stuff.

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Hi Everyone! First of all Merry Xmas! :) I would like to ask you about the Mission Control 2 mod. It says that I must install it if all the basic missions are done. Does it mean that I have to finish all the default missions? Than what's the point of it? I don't know when I will be finish with ALL of the missions....:( Or I am misunderstanding something? (I am using KSP 0.25). Thank you.

Nope, works best if you start it with a new game because of the historical contracts. If not then you can just turn the historical stuff off if your game is pretty far ahead.

- - - Updated - - -

hello.

I love this plugin :-) , are you planning to add support to CKAN ?

I plan on it eventually after the holidays.

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Absolutely love this mod. It works perfectly with the stock tech tree.

I particularly like the historical missions.

Given that the 0.90 stock integration of 'Fine Print' caters to a lot of the generic 'Do 'X' at place 'Y' using thing 'Z', I have some humble requests cunningly disguised as 'ideas' for more historical missions...

I'm sure you've probably considered them but here goes:

Venera (USSR)

- Unmanned missions to Eve from Flybys to Landings with varying degrees of data transmission (similar to the Luna 2 & 16 in the mod)

Voyager (USA)

- Unmanned probes on Escape trajectory (or really really high orbit) of Kerbol

Mariner/Viking/Pathfinder to Duna

Any comet related missions but shoehorned for Minmus

Other Apollo stuff (AKA Manned stuff before landing or reasons to go back to the Mun after)

Indeed I have been wanted to work on More historical missions. And using Venera and going to Eve was one of the missions I was thinking of. Might even do the whole line of Venera like I did with the SkyLab. Well at least the most important of the probe missions to venus.

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How does this play with RSS RO and RP-0?

By itself mission controller with RSS has its own config file. But RO is not set up to play in Campaign games yet, unless it has changed recently once it does then I have no reason to believe that Mission Controller won't work with its included config file.

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Indeed I have been wanted to work on More historical missions. And using Venera and going to Eve was one of the missions I was thinking of. Might even do the whole line of Venera like I did with the SkyLab. Well at least the most important of the probe missions to venus.

Sounds awesome. There were 3 or so of note if I recall. A flyby, a crashlanding and the one that transmitted data for nearly an hour.

Galileo could be an interesting one too as it could be used for an 'asteroid' flyby of Dres (which I tend to think of as a Ceres analog) on the way to Jool and moons. <--- really hard to do in one go

Cassini and New Horizons I fear would only be interesting/possible if there were more planetary bodies in the stock kerbol system :( (Yep, I'm talking to you, Squad....)

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So I have some problem with getting MC recognize my orbital eccentricity:

i4ik6AreoVisY.png

As shown in the screenshot, kerbal engineer is giving me an eccentricity read out of 0.31, and yet eccentricity requirement between 0.28 - 0.38 is not checked green. Any idea why this happen? What can I do to fix it? Can I just complete the other requirements and land?

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Your Periapsis needs to be at the required altitude before you change your eccentricity by raising your Apoapsis. It won't work if your entire orbit is not above the altitude. It took me a couple of goes before I figured that one out as well.

Oooh, thanks for that. That was puzzling.

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