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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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Malkuth & NathanKell,

Would it be possible to use your plugin for the part cost calculator system only, without loading the UI and everything?

Your system is the most accurate way of calculating part and fuel costs correctly, however I don't want to use the UI (no offense I hope! It's a great plugin!).

I tried cutting out everything except for the MissionLibrary.dll and the settings file, but that didn't seem to work.

I'm assuming it's an all-or-nothing system all tied into the main .dll, correct?

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Is there a simple way to complete a bugged mission? Think reloading from a quicksave messed up the Mun probe orbit stock mission. Plus I'm using an old update, the one before you removed the two mission packs.

Edit* Never mind. I've updated to the latest version and started from scratch again.

I take it when it comes to reloading from a save, things get a bit messy with MCE?

Edited by Xyd
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Malkuth I'm curious is flight test mode supposed to be completely separate from the normal missions? Basically I attempted to make a mission that would be done in flight test mode, given it has cheaper construction costs so I could do lower pay outs to cover the costs of the test ships. However it did not register the ship as valid at all. Or at the very least did not run the mission I had set up while in that mode. Is that intended or did I stumble on a possible bug?

Flight test mode is for testing craft only. Not meant for missions. There is a flag that gets applied to any craft used in Flight test or Disabled that does not allow it to use missions.

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Malkuth & NathanKell,

Would it be possible to use your plugin for the part cost calculator system only, without loading the UI and everything?

Your system is the most accurate way of calculating part and fuel costs correctly, however I don't want to use the UI (no offense I hope! It's a great plugin!).

I tried cutting out everything except for the MissionLibrary.dll and the settings file, but that didn't seem to work.

I'm assuming it's an all-or-nothing system all tied into the main .dll, correct?

Not really everything pretty much works together. And is dependent on other files. Cutting and pasting the code will break things. Also The MissionLibrary is used to communicate with MC outside of MC itself. It still needs the other .dll to work, because that is where most the command structure is.

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amo28: If you create your own loader that runs at runtime and applies PartCost() to the cost of each part, all you need from MCE (I _think_) is PartCost.cs. Err, and tools.

However, you'll only get the DRY cost. All resource costs are done in the VAB via the MCE gui.

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Reloading from a save should not be an issue as long as you keep the structure intact.

Well, I started with a fresh MCE (deleted the folder before hand) using the latest update but continuing on from my save and I encounter the same problem with that specific mission, Mun I.

This time no quick saves, no reverts, nothing. Did the mission including its objectives. Landed ok but got no indication of a reward. All the previous missions worked fine.

What I did notice is that in the mission menu when I landed I got *Cut Trottle: False* so when I cut the trottle it went away, not sure if thats causing an issue.

Would anything be within the savegame that I'v used with the previous MCE update that could be causing it?

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Not really everything pretty much works together. And is dependent on other files. Cutting and pasting the code will break things. Also The MissionLibrary is used to communicate with MC outside of MC itself. It still needs the other .dll to work, because that is where most the command structure is.
amo28: If you create your own loader that runs at runtime and applies PartCost() to the cost of each part, all you need from MCE (I _think_) is PartCost.cs. Err, and tools.

However, you'll only get the DRY cost. All resource costs are done in the VAB via the MCE gui.

Thanks guys. This is exactly what I was looking for.

Thanks again.

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It turns out Planet Factory is causing some issues. I deleted it and haven't had a crash since. Smooth as butter. I wont be traveling to those planets any time soon anyway with my budget.

Another issue... the Auto Recycle. Doesn't seem to work. I strap parachutes onto all my spent boosters and stage them with the decouplers. Ive only seen the prompt pop up twice telling me that my stages have been recycled and it reimburses me. Havent seen it since. Early SRB separations never worked. The two times it did were high altitude stage two separations. Whats going on here? How exactly does this system work? Sorry, but the readme article about it makes very little sense.

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It turns out Planet Factory is causing some issues. I deleted it and haven't had a crash since. Smooth as butter. I wont be traveling to those planets any time soon anyway with my budget.

Another issue... the Auto Recycle. Doesn't seem to work. I strap parachutes onto all my spent boosters and stage them with the decouplers. Ive only seen the prompt pop up twice telling me that my stages have been recycled and it reimburses me. Havent seen it since. Early SRB separations never worked. The two times it did were high altitude stage two separations. Whats going on here? How exactly does this system work? Sorry, but the readme article about it makes very little sense.

Best way I can explain it then.. If the current chutes are not working add more. :) It does work as advertised. Nathan knows more about the Maths on it then I do. I just keep adding chutes until I start getting the money back. For early SRB should not take to many at all.. In fact I think I use the First chute you get in the science tree with the smaller boosters... Been awhile since Doing it though. Today I usually throw the bigger InLine Non Drone Chutes on them. On the bigger tanks I use the radial ones. Bigger the tank the more you need. Think on the orange tanks I use 3 rows of 6. And they don't have to open to work either.

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For some reason, I can't get the main button to display properly on the home screen. It just shows a small box with a [?] inside. Clicking it opens the menu, but there's some glitch. I'm trying this with no other mods and a fresh install. Is my resolution or are my settings interfering? I was getting a garbled looking image when I first tried Mission Controller, so I wanted to figure this out. The icons and button seem to be there, and the mod otherwise works.

Any suggestions?

[edit] -- I've gotten it to work finally after reinstalling a few times -- it seems to "fuzz out" upon loading some other mod(s) but none in particular. :D

Edited by Beetlecat
more info...
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MOAR CHUTES! Lol thank you malkuth. While im at it I have one more inquiry. The revert to preflight button.. can be exploited, no? It works great, but I find makes Flight Testing obsolete. Or is there a penalty Im not seeing?

The revert button is the price I had to pay to Solve the Revert Button Problem with the KSP button. Without the Mission Controller Revert Button people were having issues with Finishing missions... Because of how the KSP revert button works.. This way it solves that problem. But like you said makes Flight Testing Obsolete.

The good thing about the whole situation is that its really up to the player what they want to do. If they don't care for Flight Test then they can just revert. If they like the idea of Flight Test then they can control themselves and use it.

Don't plan on doing much more with Mission Controller at this point, bug fixes maybe. But Mission Controller might be pretty obsolete in the next couple of updates.

And there are also a few more choices out there for MC type Plugins popping up from other Mod Authors. So The void that MC use to fill, is no longer much of a void. Many choices to choose from.

I might have one more update before year is over. And that is a truely random mission generator.. Where the player can choose what they want to do. Fly, land, orbit, whatever body they want and MCE will come up with a Random Payment option.

Its possible we will see.

Edited by malkuth
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Great mod.

I am writing a new mission packs and i was just have a few questions about value's

For example if wanted specify a landing spot with minLatitude / maxLatitude

If the game tells me a certain flag is at 0 15' 44" N and 44 37' 43" W

How should i enter that in a LandingGoal?

Also ResourceGoal kind of confuses me.

Numeric value 720 will show up as 720.000.

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Don't plan on doing much more with Mission Controller at this point, bug fixes maybe. But Mission Controller might be pretty obsolete in the next couple of updates.

Ashame to hear that. :( Even with the other Mission Control mods popping up, and the eventual inclusion of this type of content in the base game, this is still currently the best Mission addon out there. Any chance of adding Science Mission Goals before switching to bugfix-only mode? I still think it will be a while before Squad implements this, so I don't think it will be wasted effort.

Anyway, great mod! Thanks for the hard work!

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Popping in again to say another big "THANKS" for the days of exhausting work you have put into this mod. I loved and used it from the start, but as a somewhat "experienced" rocketeer, I always found it kind of easy to stay within budget and rack up big money. Now, after switching to Nathan's and MedievalNerds' realism tech tree and tweaks, I really have to flip every coin twice, rely on flight testing for almost every launch and actually lose a good number of satellites during the mission (be it on launch, in orbit or during reentry).

Without your mod, I definitely would have stopped playing KSP much earlier after each update.

regarding "other mission control mods": I only know of "Story Missions". Are there more? I disliked the style of missions there, and much more love the mission package mode in MC, where some great mission packs have cropped up. A "true random" mission generator would be great to fill in the void of missions that have to be done without any reward right now, like some low-tech comsat missions to set up a relay network on a custom tech tree, where some parts might not be unlocked yet that are mandatory for regular mission progress.

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Noticing a few problems:

* Value of a vessel is different in VAB and when on the launchpad.

* Recovering vessel does not salvage any value (this was an awesome feature, was it removed?)

* Buttons! Not radials, buttons! (Some windows open and close when clicking the radial, others don't)

Also what was the point of introducing a flight revert system when there's a "test flight" mode to cheat your way around the mod anyway?

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(Sorry if this has already been asked, but only read last five pages, not all 73)

Would it be possible to make this work with the orbital construction mod to either eliminate or highly reduce cost when using it, or to be able to recycle full rocketpart/kethane tanks for more than it costs to produce them empty? I would love to use this mod, but my current playstyle is heavily based around getting an orbital construction site up and then building things in orbit instead of continually launching new craft. Granted, the savings from not having a launcher stage are still there, but constructing a craft using parts already in place shouldn't cost too much.

I didn't see any mention of this in the first post, so assuming it isn't in place.

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Minor flaw in the "Total Profit" logic on the Finances screen. It's not taking the refund of Kerbal insurance into account.

Example: Starting budget of 50K. A rocket costs 10K, which then becomes 15K after insurance is added on. Budget after launch is 35K. The mission reward is 12K. If the Kerbal is returned safely, the 5K insurance is returned. This makes the budget 52K after the mission. Yet the Finances screen reports a "loss" of -3K (15K cost with insurance - 12K reward).

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Noticing a few problems:

* Value of a vessel is different in VAB and when on the launchpad.

* Recovering vessel does not salvage any value (this was an awesome feature, was it removed?)

* Buttons! Not radials, buttons! (Some windows open and close when clicking the radial, others don't)

Also what was the point of introducing a flight revert system when there's a "test flight" mode to cheat your way around the mod anyway?

The revert button is to stop a problem with the KSP revert button. Without out to many people were running into problems breaking missions. Now they don't break them.

Value is different because Kerbal Insurance does not get calculated until Launch Pad.

The buttons take up to much space. I was trying to unclutter the UI.

Minor flaw in the "Total Profit" logic on the Finances screen. It's not taking the refund of Kerbal insurance into account.

Example: Starting budget of 50K. A rocket costs 10K, which then becomes 15K after insurance is added on. Budget after launch is 35K. The mission reward is 12K. If the Kerbal is returned safely, the 5K insurance is returned. This makes the budget 52K after the mission. Yet the Finances screen reports a "loss" of -3K (15K cost with insurance - 12K reward).

I will check this out as soon as possible. I would actually like to do this over again anyway. And make a better Finance sheet.

To the Other Questions.

Also I will continue to update this mod. What I meant was that I don't expect to update it much for this year. (holidays and stuff) And once some more updates for KSP come out don't know what the future will hold with that. But I will still update the mod until that day comes. Just not going to be every single week now. :)

One major update I want to add is Purchasing Kerbals. I have seen the way Story Mission Does it, I will have to talk to the author to see if he minds me using his method of Hiring Kerbals or not. Been trying to do this for awhile, I just having issues getting it to work correct.

Edited by malkuth
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To the Other Questions.

Also I will continue to update this mod. What I meant was that I don't expect to update it much for this year. (holidays and stuff) And once some more updates for KSP come out don't know what the future will hold with that. But I will still update the mod until that day comes. Just not going to be every single week now. :)

One major update I want to add is Purchasing Kerbals. I have seen the way Story Mission Does it, I will have to talk to the author to see if he minds me using his method of Hiring Kerbals or not. Been trying to do this for awhile, I just having issues getting it to work correct.

Awesome! Glad to hear it!

If I could put it out there again, adding a goal for conducting science could open a lot of opportunities for new missions. I'm not sure how complicated it is. I think the Story Missions plugin is parsing the string that is the window header after an experiment. But however you could manage it would be awesome. Thanks again for all the work! Great mod!

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