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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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Well that sucks, guess I'll have to figure something else out, like killing my engines and tabbing over right before the box touches down.

Ya you will have to have a Remote Command Module on anything you don't want to be auto destroyed by KSP.. Nothing that MC can do about that part.

Oh back from Vacation.. Wohoo.

Edited by malkuth
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Question for you guys about auto recycling:

I know the ratio for drag-to-weight, and the ratio seems good! Unfortunately, when my reusable liquid boosters stage off (around 10 km up usually), I have the parachutes fire off as they jettison. I know I have enough drag when the chutes open to get a soft landing, but the chutes aren't open fully when they get unloaded (i.e. they have drag of 4 per at that moment, not 500). I'm guessing it's not using the fullyDeployedDrag variable and just pulling the current drag.

So, is there anything I can do to fix this? Or do I just need to have the chutes installed and not fire? Or am I just hosed!

I'm loving the feel this mod gives the game, and I'd love for my "reusable" parts to count if I can!

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Nope, it uses fullyDeployedDrag. Parachutes don't even have to open when you stage.

Check your ksp.log afterwards, it will tell you exactly the mass of the parts on your stage and the total drag MCE found. Sounds like you're just under the drag required. Search for *MC* in the log. Look for "*MC* Vessel [your_stage_name, i.e VesselX debris] (unloaded) destroyed." It will tell you body and SOI and then go through the parts of the vessel, mentioning mass and fullyDeployedDrag (if any).

(Heck, if you haven't restarted KSP since this happened, check KSP.log now!)

Remember, you need 70 drag for each ton of dry mass in your stage. So if you have 1ton of vessel AND .15 tons of parachute, you have less than 70 drag per ton. ;)

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@NathanKell I figured it was just me being dense... I'll check the logs to be sure. Also, let me see if I'm doing the math right, because it could be I just math wrong. ;-) If I have 4 radial parachutes on a booster (500 drag per for a total of 2000 fully deployed drag), and I need 70 drag per ton, it should recycle a ~28.5 ton dry-mass booster. (2000 / 28.5 = 70.175) Is that correct?

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No problem--KSP drag is...strange.

Speaking of that, though--there's your problem right there. KSP drag is per unit of mass. So you have to multiply the fullyDeployedDrag by the part's mass to get the actual drag. A radial chute (500 drag/ton * 0.15 tons) has 75 drag. Four radial chutes will support 3.68 tons of other stuff (4.28t total).

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I installed this mod (after some difficulty with the .RAR) tonight, played through a couple stock missions, had a lot of fun, and then accidentally right-clicked out of the MC window while in KSC overview. I was trying to select my next mission. Now, I can't pull up the MC screen anymore. The tab at the bottom of the screen is still there, but nothing happens when I click it. Everything else in the game works fine. I've tried quitting the game and restarting (a lengthy process due to the obscene amount of mods I have), but still I have the same problem. Any ideas on what could be causing this? Are any of the aforementioned mods creating an issue? I can get a list if you need it.

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*facepalm*...I literally scanned through the first thirty-some pages and thought, "Hm, no one else seems to have this issue, I'll go ahead and ask!"

:/

Sorry about that...but thanks nonetheless.

I have to look into why it does this.. But If I can't fix it I will set up a button in the settings to reset it to defaults.

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Version .20 is up.. (Posted it Or I would just keep trying to add to it) As always suggest you both backup your KSP Save and Mission Controller Save File. Check out the front page for downloads.

Changes in .20

1. 2 new MissionGoals UndockingGoal And RepairGoal . UndockingGoal Alows you to start the mission from a space station or other vessel you are Docked too. (Yes that means the vessel is free.. just launch it like you would always do. MC can tell when you undock now)

2. RepairGoal Adds a new part to MissionController. Right now the part is just a place holder copy of the Vanilla SP-L 1x6 Photovoltaic Panels. But it works out pretty good because it looks just like a small hatch.. Great for a repair door. :) With RepairGoal you can put a part on any vessel and have the RepairGoal for that Vessel Set by a mission Designer. (later there might actually be a random mission for it). The player launches to the vessel and HAS TO GO EVA and approach the vessel with the part on it.. After reaching a certain distance to the part.. The player can Right Click on it and select Repair. If you wish as a Mission Designer you can add the TIME fuction to this and have a countdown to simulate the time needed to repair the vessel.. not to long though. :)

3. New UI options. Now when you select missions you can filter out missions you can't do yet. And missions that are complete and can't be redone.

4. DockingGoal has changed.. It has the same fuctions now as UnDocking.. These new fuctions have come at a price. Because of the way KSP handles Vessel IDs.. And the way Mission Controller records these vessel IDs to show a player has finished a missionGoal and save it to file.. I had to take out the Vessel ID for both Undocking and Docking. No big deal.. The only catch is that do not put Undocking and Docking into the same SubMissionGoal.. Or bad things will happen. (mission won't be able to complete) So mission designers beware.. In fact I highly suggest you keep both Docking And Undocking in Seperate SINGLE GOALs... I have tested it and you can mix 1 with any other goals.. But you can't mix BOTH of them in same GOALS.

5. Nathan also fixed (he did the UI changes too) the cost of jets.

6. New UI Icon For Docking and repair.. The Docking One was always there.. (not used?) and I made the new Repair one. (don't laugh) ;)

7. Bunch of Code Changes and fixes.. And other stuff like that. (mission controller now uses KSPADDON to start up.. Instead of the old way Nobody had set up.. Was a hacked way before KSPADDON

My Todo List.

1. More work on spacePlanes.. I want to make it for when you land a space plane you get 95% of cost back.. (thinking of going deeper with this and making for you only have to buy it once.. And have some sort of Hanger where (in memory only) its stored and tagged.. Somehow... Maybe.. If not then just recycle for .95% would work. Reduction for both Landing dry and landing wet will be coming next version!!

2. Fixing the Save for Kerbals Hired.. And still working out a way to charge you when you purchase a new one.. (this will have to be a list system.. If list is increased... You get charged)

3. More indept finance screen.. How much you spent on rockets.. Total amount made.. Total bank loans all that jazz.

4. Science mission goal.. you would of had it this last version.. But I decided to wait until .22 version of KSP to impement this.. Also the Research aspect will somehow be incorporated into MC.. (have to see it first)

Last note. I now have BugTracking on my GITHUB page.. so Please Report any bugs you find there..

Bug Reports Go Here

To the Players.. Little hint for your Vessels with RepairPart on them.. put ladders.. In the .20 video I used the small ones.. But my latest test I used the Unfolding ones.. They worked awsome!! They help keep your kerbal near the vessel while the time runs down. Or you could aslo use other mods like KAS.

PS.. ALso anyone has any moddling experience and would like to make new Repair parts that actually has animation.. Feel free.. As Always you would get full credit.. and I sure the community would be extremely happy to have a Animated repair going on. ;) I have no time to make one myself.. ;)

Edited by malkuth
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Nope, it uses fullyDeployedDrag. Parachutes don't even have to open when you stage.

Check your ksp.log afterwards, it will tell you exactly the mass of the parts on your stage and the total drag MCE found. Sounds like you're just under the drag required. Search for *MC* in the log. Look for "*MC* Vessel [your_stage_name, i.e VesselX debris] (unloaded) destroyed." It will tell you body and SOI and then go through the parts of the vessel, mentioning mass and fullyDeployedDrag (if any).

(Heck, if you haven't restarted KSP since this happened, check KSP.log now!)

Remember, you need 70 drag for each ton of dry mass in your stage. So if you have 1ton of vessel AND .15 tons of parachute, you have less than 70 drag per ton. ;)

Speaking of this, I often need 20+ parachutes to recycle a decent stage, is the parachute requirement equation generally accepted as being balanced?

How do most people mount their parachutes? I recently found that the parachutes from the FASA mod can be stacked up together in a neat pile - squeeze this stack under your decoupler and they will be out of the airstream (they dont need to be opened when staging, but can actually be succesfully deployed from this location).

Does anybody know of any mods with decent parachutes? We could really use a variety of sizes.

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I was thinking of lowering it to 68 or so; that would mean for every ton of mass you can just slap on a radial chute (i.e. 1 radial chute per 1.15 tons total mass) making some calculation easier.

But I really wouldn't want to go much below that; remember that engines and tanks have an impact tolerance of 7, and you need 1 radial per ton to get below 7m/s if you're landing much above sea level.

http://ksp.freeiz.com/ is your friend.

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I just fixed the recycle cost for hardcore mode. I will include it in the next update. Thanks for the bug report.. And sorry I forgot to fix it the last time it was reported.

And yes even in hardcore mode your suppose to get all recycle cost back.. Same as normal mode.

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Uh, Malkuth, i just downloaded it and when i landed my first probe back on kerbin, i nevergot any recycle button. Is it now conected to the recycle button in the tracking station? Or what. Thank you for taking the time to answer my question.

Hmm when is the last time you played?

But yes, because of the way .20 broke mission controller and the end mission thing.. The code had to be rewritten in a few areas.. The recycle code has been totally revamped and to get recycle cost back now you have to go to Tracking Station and click on vessel and Recover... Its the only way to do it all this point. ;)

You can also get recycle cost back automatically for spent stages.. You just have to have enough parachutes on them to get it back.. Both these fuctions are different so don't confuse them. The change logs will help with the new changes in MC.

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I just wrote a couple missions using the new RepairGoal goal and found a slight bug. If the Kerbal starts the repair, the leaves the area, the clock keeps ticking. He can even stop the EVA, making any repair time requirement superfluous. BUT I also discovered that KSP does not allow warping while an EVA Kerbal is on a ladder. So any repair time more than a couple minutes would be very cumbersome. Maybe it's a bug best not fixed?

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I just wrote a couple missions using the new RepairGoal goal and found a slight bug. If the Kerbal starts the repair, the leaves the area, the clock keeps ticking. He can even stop the EVA, making any repair time requirement superfluous. BUT I also discovered that KSP does not allow warping while an EVA Kerbal is on a ladder. So any repair time more than a couple minutes would be very cumbersome. Maybe it's a bug best not fixed?

Not really a bug.. The time is actually has nothing to do with the RepairGoal.. Its just a little extra thing I added to my missions to make it seem like it takes a little bit to finish the repair.. If you made the goal without the time, the mission would be finished instantly. And the Kerbal On ladder is a KSP issue and not MC. ;) You can even switch to another vessel and it will continue to count down. Just can't leave the scene. Thats when the timer resets.

I could add a time event that is directly tied to the part.. But I figured since MC already had a time event.. Why make any more complicated code.

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Version Updated Mission Controller Extended V 0.20.2

1. Added a fix from Majir's For KSPADDON. Since MC now uses KSPADDON it could of caused incompatibility with other mods using the same start up.. With Majirs fix this stops that from happening.

2. Bug Fix. Fixed the incorrect Recycle cost for Vessels in HARDCORE MODE.. Now you should get both the correct cost for Vessels.. And Kerbal Insurance.

3. Bug Fix. Fixed a problem where you would not get a Payout for Single Goals UNDOCK and DOCK.. Now you can assign a Payout Goal For These 2 MissionGoals.

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Is there some way to change the ratios for recovering vehicles on kerbin? Like most space agencies, I design my non-spaceplane vehicles to utilize water landings, so I would like to change my space agency to not take a 35% hit on recovering vehicles.

This is based on real life knowledge of what happens when you land a space vessel in water.. It cost way more money to fix a vessel that has a SeaWater Landing then a vessel that does not.. In fact its a hard sell to Reuse any space vessel Pod that has gone through the riggers of Re-Entry and landing at all.. I always thought Mission Controller was pretty forgiving in this aspect. The idea of taking a vessel from space (not just the pod but fuel and everything else) is almost impossible the way its done in KSP.

Nathan and some of the others would be better at explaining this then me.. But the way its set now believe it or not.. Is still not anywhere near realistic. Giving the player more of a Forgiving nature is the choice we made in these numbers.. And trust me your getting a bargin. ;)

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