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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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Is it possible to nest the SubMissionGoal, NorMissionGoal, and OrMissionGoal statements and have them function like a nested if statement, or is MCE unable to recognize this?

An OrMission Goal is an If Statement should be very easy to do it with that within reason. NorMissionGoal is used for things you don't want done. And SubmissionGoal is the old system and basically a And Statement.

Complicated Nesting might actually just confuse MCE and cause missions to not work.

Edited by malkuth
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I didn't misunderstand. I actually made a mission that uses the part and it shows up fine in the mission description. I will make an example for you as soon as possible but its Christmas and I have zero time right now. I will help you out as soon as possible. Thanks a bunch for understanding.

Ah ok, sorry. Then I have a bug report for you, because it just doesn't want to work here for me. And please, this is a minor problem and there is no need to hurry at all, just enjoy the holidays :)

I've created a new mission package to test, basically copy-pasting the station-core-mission from your random missions pack, just replacing the part names. I've tried with and without underscores (just for the hell of it), neither works and neither is resolved to the human-readable in-game name (see screenshots). As you can see, the longAntenna (aka. "Communotron 16") works as it always does when specified in the exact same way. I've even tried to have 2 crew in the lab to make sure it's operational (hence the context menu, showing it's operational). When I have the debug toolbar (and therefore the log) up, the exact moment I select the mission I get a NullPointerException, no doubt tying to resolve the name: "[Exception]: NullReferenceException: Object reference not set to an instance of an object"

While the screenshots are from my "normal" game version with mods in career mode, I've also tried a clean KSP install with only MCE installed in sandbox mode. Since you said that you've tried it and it worked fine, am I still doing something wrong? If so, what?

The used mission package code:

MissionPackage
{
name = TestMissions for (stock) Science Lab
description = Just two missions to test the science lab. Good luck!
ownOrder = true

Mission
{
name = 1 Station Test with underscores
description = Put a station up with 2 modules
category = ORBIT
reward = 250000
repeatable = true
packageOrder = 1

SubMissionGoal
{
description = Today we will launch the Main Stations Core. Its wise to make this Core Modular.
OrbitGoal
{
body = Kerbin
maxApA = 200000
minPeA = 70000
}
PartGoal
{
partName = Large_Crewed_Lab
partCount = 1
}
PartGoal
{
partName = longAntenna
partCount = 1
}
}
}

Mission
{
name = 2 Station Test without underscores
description = Put a station up with 2 modules
category = ORBIT
reward = 250000
repeatable = true
packageOrder = 2

SubMissionGoal
{
description = Today we will launch the Main Stations Core. Its wise to make this Core Modular.
OrbitGoal
{
body = Kerbin
maxApA = 200000
minPeA = 70000
}
PartGoal
{
partName = LargeCrewedLab
partCount = 1
}
PartGoal
{
partName = longAntenna
partCount = 1
}
}

}
}

And the screenshots:

umIo6kn.jpg

BccZbV2.jpg

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Ah ok, sorry. Then I have a bug report for you, because it just doesn't want to work here for me. And please, this is a minor problem and there is no need to hurry at all, just enjoy the holidays :)

I've created a new mission package to test, basically copy-pasting the station-core-mission from your random missions pack, just replacing the part names. I've tried with and without underscores (just for the hell of it), neither works and neither is resolved to the human-readable in-game name (see screenshots). As you can see, the longAntenna (aka. "Communotron 16") works as it always does when specified in the exact same way. I've even tried to have 2 crew in the lab to make sure it's operational (hence the context menu, showing it's operational). When I have the debug toolbar (and therefore the log) up, the exact moment I select the mission I get a NullPointerException, no doubt tying to resolve the name: "[Exception]: NullReferenceException: Object reference not set to an instance of an object"

While the screenshots are from my "normal" game version with mods in career mode, I've also tried a clean KSP install with only MCE installed in sandbox mode. Since you said that you've tried it and it worked fine, am I still doing something wrong? If so, what?

The used mission package code:

MissionPackage
{
name = TestMissions for (stock) Science Lab
description = Just two missions to test the science lab. Good luck!
ownOrder = true

Mission
{
name = 1 Station Test with underscores
description = Put a station up with 2 modules
category = ORBIT
reward = 250000
repeatable = true
packageOrder = 1

SubMissionGoal
{
description = Today we will launch the Main Stations Core. Its wise to make this Core Modular.
OrbitGoal
{
body = Kerbin
maxApA = 200000
minPeA = 70000
}
PartGoal
{
partName = Large_Crewed_Lab
partCount = 1
}
PartGoal
{
partName = longAntenna
partCount = 1
}
}
}

Mission
{
name = 2 Station Test without underscores
description = Put a station up with 2 modules
category = ORBIT
reward = 250000
repeatable = true
packageOrder = 2

SubMissionGoal
{
description = Today we will launch the Main Stations Core. Its wise to make this Core Modular.
OrbitGoal
{
body = Kerbin
maxApA = 200000
minPeA = 70000
}
PartGoal
{
partName = LargeCrewedLab
partCount = 1
}
PartGoal
{
partName = longAntenna
partCount = 1
}
}

}
}

And the screenshots:

http://i.imgur.com/umIo6kn.jpg

http://i.imgur.com/BccZbV2.jpg

Alright I feel like such a Numb Nuts. Can't believe I forgot this little coding fact.. When you have an Underscore like Large_Crewed_Lab you have to REPLACE THE UNDERSCORE with a .

So like this Large.Crewed.Lab

Works like a charm just tested it.

Edited by malkuth
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Alright I feel like such a Numb Nuts. Can't believe I forgot this little coding fact.. When you have an Underscore like Large_Crewed_Lab you have to REPLACE THE UNDERSCORE with a .

So like this Large.Crewed.Lab

Works like a charm just tested it.

Ahh brilliant, thank you :D

I actually did think that there might be a problem with the underscores, so I tried putting it in single and double quotes as well as escaping them with backslashes (Large\_Crewed\_Lab), but I didn't try replacing them with dots. So thanks, glad it works now!

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Do the fix, then follow the docs in the MC Settings file to do costAdd for the Module MechJebCore (add a MechJebCore node.

So in the MODULECOST or whatever node, add

		MechJebCore
{
costAdd = x
}

where x is how much you want the MJ module to cost (on top of the base cost of the part, 1k you say).

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Thanks for the reply, I'll try a few things and see how complicated it will allow.

As for the mechjeb thing, might it be easier just to have the mechjeb mod weight changed? That's how I've solved it for myself personally, and if the part weighs in at .01 I believe it ends up costing 5k or 6k on normal mode. maybe this isn't the value you want, and that can be tweaked, but it doesn't add any extra complication to either mod to simply change the mass variable on mechjeb itself. Adding some sort of exception into MCE itself is kind of an unnecessary complication. You could also do a mod manager thing for it, but then you end up having to have mod manager too.

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Do the fix, then follow the docs in the MC Settings file to do costAdd for the Module MechJebCore (add a MechJebCore node.

So in the MODULECOST or whatever node, add

		MechJebCore
{
costAdd = x
}

where x is how much you want the MJ module to cost (on top of the base cost of the part, 1k you say).

Ill play with this tonight. Yippie.

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Hi. I started using this mod but found some issues.

- In the description of the mod it says it's a plug-in for sandbox KSP, but it seems that some features like research are only available in career mode. This got me confused. Might want to update the description.

- I started a career and built a ship with only the command pod. Went EVA and back. Clicked recover vessel. After the recovery, I got a recycle window saying: crew insurance returned: 5000K. Now my budget is 55000k. It seems that the cost of the ship is only subtracted when you launch. If you instead just move the ship around or go EVA without launching, the cost is not subtracted but the insurance is still refunded.

- If you delete a savegame and then start a new game with the same name of the previous savegame, the budget from the previous deleted save remains.

- In hardcore mode, the mission list shows the full reward, while the mission details windows shows the reduced reward.

- This last issue I could not reproduce. It might have been caused by a conflict with another mod. I was doing the first stock mission in sandbox mode. I detached the last stage, which contained fuel and engine, and opened the parachute in the main stage. At some point, apparently when the detached stage reached the ground, a window popped up with some recovery money. It said "powered landing" or something. The main stage was still in mid air. I will try to reproduce this and post here.

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As for the saved game data, this mod uses separate save information named for the exact name of the current game. If you delete then create a new one with the same name, the mod will have no idea. :D There is a mechanism to reset the mod history/info, so that's the built-in workaround.

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Version .40

1. Complete new UI change. Integrated ToolBar 1.3.0 into Mission Controller Extended.

2. New Windows and Every Scene has its own savable windows, icons. Mission Controller will remember were you put them! And ToolBar does its thing too!

3. No more main window, everything has been changed to make Mission Controller feel more like its part of Kerbal Space Program!

4. My own new Custom Icons to use with ToolBar 1.3.0

5. No More Flight Testing. Now the mission controller revert button is the new flight test button? Messed up? No problem REVERT.. It will cost you 1000 Credits though.

6. If you are still in prelaunch (not hit spacebar) the MCE Revert is Free.. No worries. After launch it cost money.

7. Fixed the Research Payouts not working correct with payments at end of missions.

8. Other bug fixes I can't remember after 3 weeks of editing.

ToolBar 1.3.0

At this time MCE uses ToolBar, doesn't really matter what version you use if it updates, it should be fine to update the toolbar mod byitself. Its included in this download.

you can go to the ToolBar Thread at this address: http://forum.kerbalspaceprogram.com/threads/60863-0-23-0-Toolbar-1-3-0-Common-API-for-draggable-resizable-buttons-toolbar.

Starting Out With New UI

When you first load up Mission Controller Extended all the UI buttons including Blizzy's ToolBar Icon will be located out of place in a spot where mostly everyone should be able to get to them (different resolutions). All you have to do is place them where you want and navigate out of the scene to save the spot. You will have to do this for pretty much all scenes. Vab, SPH, flight and Overview of KSC. Good Luck and have fun.

Also the new revert button I have changed a little since video. You can now revert for free before you launch. Once you launch vessel (push spacebar) revert cost 1000 K.

My next update I will make some missions for RemoteTech type missons. I know you guys have been asking for them. I don't use remote tech so I will have to study what missions you need first. Anyone wants to suggest some give me a shout in the thread. RemoteTech Missions.

Edited by malkuth
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Um, what does everyone's most basic rockets cost?

A capsule, communotron, parachute, two of the little fuel tanks and a single engine costs me almost 22,000 Kerbucks. It's impossible to actually play with this at all.

My first mission costed 19,224K and I got 50,000K from the mission. How is that impossible to play with?

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My first mission costed 19,224K and I got 50,000K from the mission. How is that impossible to play with?

I just noticed it's charging me for Ablative Shielding (shouldn't be counted, because it's part of the part / capsules, not something 'extra') and Oxygen (should cost... almost nothing).

Edited by Frostiken
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I just noticed it's charging me for Ablative Shielding (shouldn't be counted, because it's part of the part / capsules, not something 'extra') and Oxygen (should cost... almost nothing).

That said, my 22,000K rocket would have no chance of reaching 70k altitude for that first mission.

My rocket was just a command pod, parachute, 2 goo canisters, and a small srb and it reached 90km :P

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You think ablative material is free? ;)

It's something applied to the capsule, a separate resource, ergo it costs.

Oxygen should cost almost nothing. LOx? That costs money.

But feel free to tune the costs to taste. They're all exposed in MCSettings.cfg

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It's something applied to the capsule, a separate resource, ergo it costs.

So it's basically punishment for using a mod. Yeah that makes sense. Whereas if I used FAR I would be able to take nearly 1,000 off my delta-V with every launch and save a fortune in fuel.

Oxygen should cost almost nothing. LOx? That costs money.

LOX costs pennies. It certainly doesn't cost more than an entire command capsule.

Looking at the values in MCSettings they basically just made up some numbers. Considering how terrible the mission rewards are by default, I'd have to grind razor-thin profit margins to have any success.

Edited by Frostiken
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When I try to use the hardcore mode, I get: "warning, vessel is flagged and can't do missions. Vessel most likely launched in disabled mode". The message appears in the mission windows as soon as I launch.

In normal mode, it works fine.

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