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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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The Mission says Max Inclination of .02 which means you have to be below that number. Believe it or not that mission is actually not very easy it has a lot of objectives including a Random Min and Max Longitude

Anyway when Reading your numbers.. the Number on the left is where you want to be (or in this case under)

And the Number on the Right is where your at now at this moment. So if this number says .03 that means your still above .02 You have to do a small correction in your inclination to bring the number below .02

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Is anyone else getting the mission completion problem in the Civilian space Program set? Mission 3 'Launch a weather Sat'. I have a weather sat up, in the correct orbit and the mission is 'complete' and paying ongoing income. I cannot, however, access mission 4 'Launch an image recon sat'. This worked in previous versions.

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Is anyone else getting the mission completion problem in the Civilian space Program set? Mission 3 'Launch a weather Sat'. I have a weather sat up, in the correct orbit and the mission is 'complete' and paying ongoing income. I cannot, however, access mission 4 'Launch an image recon sat'. This worked in previous versions.

Hi it's very possible I messed up the name of mission or it was changed by accident which would cause the requires mission part of the code not to read correct. I'm not home right now but if you want to fix it yourself you can open up the mission pack and find this mission (they are in order) and you can check to see if the requiresmission part of code matches the name of previous mission. In your case check mission 4 requirements match the name of mission three. If all else fails u can just delete the whole line and only the line for mission 4 requiresmission.

Man that's hard to type on iPhone. Ill look into it in morning after work.

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I fixed this error myself just a few minutes ago - what you had was:

requiresMission = 03 - Launch Weather Satellite Into Orbit Of Kerbin.

The extra period mucked up the mission prereq function. It's on line 171 of CivilianSpaceProgram.mpkg if anyone wants to change it themselves.

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Alright I fixed the problem in Mission 4 not being unlocked thanks to all that reported it.. And made it easier to find and fix pronto. :) Please if you find anything else wrong with packs like this report it and I will get them fixed ASAP.. :)

Have fun guys..

The fix has already been uploaded to the Version .17.. Anyone that still has this problem and doesn't want to mess with editing the file.. Just re download the Plugin And Your all set.

Edited by malkuth
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Docking has always been.. a Hope and prey it works situation.. For instance.. Sometimes I win those missions without ever docking.

Even though I have not played with the Docking Code yet. Nobody has notes that it is a known issue that docking is kinda strange... And the sad thing is we are at the mercy of how KSP works.. And even though docking from a game stand point seem awesome... Programing wise all docking does is make 2 ships 1... Which causes all kinds of problems with say a Docking Mission..... :) and how do you check if 2 ships are docked, if they are now one? ;) Nobody has a work around.. But it is a little touchy.

I remember that the ModuleDockingNode has a reference to the docked vessel. That can be a clue. You just iterate the current active vessel's parts' modules. Search for all ModuleDockingNodes, and check if any of them has information that indicates that this docking port has something docked. By that way we can even count how many vessels are docked by gathering all docked vessels and then remove the duplicated records.

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It would be great if mission packs could refer to others in their requirements so that the early missions in different `historical' packs can be dependencies in other packs. Moreover, packs might then say either this mission or that mission.

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The Mission says Max Inclination of .02 which means you have to be below that number. Believe it or not that mission is actually not very easy it has a lot of objectives including a Random Min and Max Longitude

Anyway when Reading your numbers.. the Number on the left is where you want to be (or in this case under)

And the Number on the Right is where your at now at this moment. So if this number says .03 that means your still above .02 You have to do a small correction in your inclination to bring the number below .02

I'm having problems making decimal points appear in my missions I'm writing.

For example if I write "maxInclination = 0.5" in my mission package, the mission controller window shows "Inclination: 0-1" in the game.

I think the plugin is being too harsh with its rounding of certain objectives.

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The Mission says Max Inclination of .02 which means you have to be below that number. Believe it or not that mission is actually not very easy it has a lot of objectives including a Random Min and Max Longitude

Anyway when Reading your numbers.. the Number on the left is where you want to be (or in this case under)

And the Number on the Right is where your at now at this moment. So if this number says .03 that means your still above .02 You have to do a small correction in your inclination to bring the number below .02

no. mission file in ksp directory says that max inclination is .02. but ingame menu says "0 - 0: 0". no dots and any numbers except of zeros.

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Another nice feature would be the ability to hide the content of locked missions. This would be great for story-campaigns to make sure that players don't read ahead and spoiler the story. Imagine Mission A is about bringing a specific pod into space, and mission B tells about an "unexpected problem" and requires you to return the pod in a given time frame or somesuch. A simple flag (hide = false) would be nice, leading to the mission name, objectives and text being empty or shown as "CLASSIFIED" or whatever.

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Any plans for when test flight mode might be fixed? If in that mode, the reward for recovering things should also be reduced significantly... I've accidentally given myself about 100,000 kredits by landing test flights successfully. >_>

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Great mod! I am really enjoying this as a holdover until career mode. Having to actually budget expenses forced me to learn the delta-v and m/s requirements to complete things for the first time. It's so satisfying (terrifying...) to design an efficient rocket that puts a lander on the Mun with less than 10 seconds of fuel left in the can.

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I'm having some issues with the auto-recover.

The spent stage weight is 1.9 tons and has two of the radial parachutes (.3 tons total) and gets dropped at 44km altitude with an Ap of 55km. That I can see, it should auto-recycle when it gets back to 25km altitude and is destroyed.

Am I missing something?

Edit: Nevermind, i was a parachute short cause i forgot to add the weight of the sas.

Edited by rosenkranz
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One thing I just noticed while doing the Civilian pace pack, it jumps from mission 6 to mission 8

name = 06 - Telecommunications Satellite

name = 08 - Scientific Probe Launch Land Mun

Nothing terrible but worth fixing

Edit: And another weird thing. Mission 10 (which is really 9) requires that you've done Mission 14 (13)?

Edited by Ratzap
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I remember that the ModuleDockingNode has a reference to the docked vessel. That can be a clue. You just iterate the current active vessel's parts' modules. Search for all ModuleDockingNodes, and check if any of them has information that indicates that this docking port has something docked. By that way we can even count how many vessels are docked by gathering all docked vessels and then remove the duplicated records.

I was thinking about this yesterday, and how to get it to work better. Because well lets just say the future plans I have for Mission Controller require me to have a proper working Docking system that plays nice. :) I will check it out.

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One thing I just noticed while doing the Civilian pace pack, it jumps from mission 6 to mission 8

name = 06 - Telecommunications Satellite

name = 08 - Scientific Probe Launch Land Mun

Nothing terrible but worth fixing

Edit: And another weird thing. Mission 10 (which is really 9) requires that you've done Mission 14 (13)?

Thats because when I wrote the missions.. I forgot 1.. The numbers match though. Since I never actaully made a mission 7.. :)

And the missions actually don't follow in every instance the actual numbers. Some of the missions require older missions.. While other missions require the previous one.. That because the mission pack actually splits off into 3 different branches.. The normal simple satellite missions. The Government missions. And the Kerbal Research Institute missions. the commercialization of space actually branches off the Simple Satellite Missions.

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Any plans for when test flight mode might be fixed? If in that mode, the reward for recovering things should also be reduced significantly... I've accidentally given myself about 100,000 kredits by landing test flights successfully. >_>

Oh dangit I forgot to put a check for that one.. thanks for the info I will get a fix up ASAP.

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So glad to see you guys are getting a lot of 'action!'

You are to be applauded and thanked for having kept this plugin going, and indeed improved on it relative to its original form quite substantially! It really shows the potential of career mode, and how a campaign format can enhance the games inherent experience of learning rocket science. I do hope that the Devs will be able to give your mod a whirl as they move toward the next update and their first iteration of career mode as I suspect they'd get a lot of good ideas from it.

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It would be great if mission packs could refer to others in their requirements so that the early missions in different `historical' packs can be dependencies in other packs. Moreover, packs might then say either this mission or that mission.

Actually Im pretty sure they can do this. The stored information for missions is stored in your savegamename.sp. When it does the check its checking that file for if the missions has been done. Doesn't matter what missions pack you have loaded when it does the check.. Its only looking for the name match.

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New Version .18

1 Fixed The Recover Recycle While in Testing Mode.. You now can't recycle while in Testing mode using Recover option from the tracking Station. (you can't recycle at all while in test mode)

2 The fix for mission 4 Civilian Space Program. The mission should now be available when mission 3 is finished.

To download go to the first page.. Both downloads have been updated DropBox and SpacePort.

Edited by malkuth
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Thats because when I wrote the missions.. I forgot 1.. The numbers match though. Since I never actaully made a mission 7.. :)

And the missions actually don't follow in every instance the actual numbers. Some of the missions require older missions.. While other missions require the previous one.. That because the mission pack actually splits off into 3 different branches.. The normal simple satellite missions. The Government missions. And the Kerbal Research Institute missions. the commercialization of space actually branches off the Simple Satellite Missions.

Ah I see, I just started at 1 then worked down and found it pretty odd that 10 was not available till I'd done 14.

Something else I just noticed, I can't scroll the 'Financing' window down. There is a scroll bar and I know there are a lot of paying missions in there, it just doesn't move.

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Ah I see, I just started at 1 then worked down and found it pretty odd that 10 was not available till I'd done 14.

Something else I just noticed, I can't scroll the 'Financing' window down. There is a scroll bar and I know there are a lot of paying missions in there, it just doesn't move.

Ya I noticed that and just did a quick fix. Should work now. Don't want to change version numbers so quick though.. So still at .18.

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