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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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Haven't seen any posts about this, but I found a rather annoying bug. When in the building selection screen with the mission select open, I have hit the right mouse button and the window has disappeared. Done it a few times now. I haven't the faintest idea how to even code things for any game, but I found how to fix this problem :D

What happens is that the right click triggers the camera movement and everything goes spaztastic. That's what I've figured out. Any who, it moves the window to oblivion.

<rect name="packageWindowPostion">
<xmin>-10409</xmin>
<xmax>-9409</xmax>
<ymin>-10148</ymin>
<ymax>-9398</ymax>
</rect>

I just went into the config and set those abouve values to 0 and that brought them back on screen.

Don't know if its solvable, but its not game breaking, so don't worry too much ;D

Also, I'm running todays update 25/8/13

Edited by Belwrath
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Does version .19 (or .19.2) give the reward payout for optional parts of missions? So far I have done two missions with "optional" parts which claim to have a payout bonus for completion but have not gotten any bonus. The two missions I've done are the Duna I from Stock package, and 01 Launch Communications Satellite from the Civilian Space Program. Thanks for the info!

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If you look, I THINK they payout immediately when the objective is met. Not 100% sure.

Also, for the random mission pack... Might I suggest that the satellites are given over to computer control? As it stands, it's super-easy to make a ship which has 1-2000 Dv, and sequentially hit dozens of those targets.

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Does version .19 (or .19.2) give the reward payout for optional parts of missions? So far I have done two missions with "optional" parts which claim to have a payout bonus for completion but have not gotten any bonus. The two missions I've done are the Duna I from Stock package, and 01 Launch Communications Satellite from the Civilian Space Program. Thanks for the info!

You get the payout for the optional parts.. Its just not listed in the summery I added a few versions ago.. Because of the way they work.. I will try adding them at some point. Right now the summery only tells you the Main Payout.

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If you look, I THINK they payout immediately when the objective is met. Not 100% sure.

Also, for the random mission pack... Might I suggest that the satellites are given over to computer control? As it stands, it's super-easy to make a ship which has 1-2000 Dv, and sequentially hit dozens of those targets.

The only reason I don't want to do that is because most people use these missions to make money.. So they could send up dozens... or maybe even Hundreds of them during a game, who knows.. If I make them Computer controlled.. Then if you destroy them mission controller fines you. And I really don't want a million satellites in my game taking up resources.. And I figured others felt the same. So I left it out for the option to destroy them (to save system resources is an option for those that want it)

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The only reason I don't want to do that is because most people use these missions to make money.. So they could send up dozens... or maybe even Hundreds of them during a game, who knows.. If I make them Computer controlled.. Then if you destroy them mission controller fines you. And I really don't want a million satellites in my game taking up resources.. And I figured others felt the same. So I left it out for the option to destroy them (to save system resources is an option for those that want it)

You could put a lifetime on them, couldn't you?

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If you look, I THINK they payout immediately when the objective is met. Not 100% sure.

Yeah, I've seen this happen. You get the optional payouts as soon as the objective is met. Ie: if you are putting a satellite into orbit and there is an optional target to put it into a polar orbit, you get the money as soon as your inclination fits the figures, I think even if you have not yet met altitude targets.

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You could put a lifetime on them, couldn't you?

All LifeTime does is add countdown to how long the computer controls the vessel. When the time runs out. The vessel returns to player controlled. LifeTime is actually meant to be used in conjunction with Passive Payouts.. Actually all three of them are meant for Passive payouts. And really all computer control does is Take away any control surface input from the player away.. In game terms this means that the vessel is still yours.. You just can't move it. But it still taking up just as many system resources as if you could control it. In fact it is most likely taking up a little more.. Because of the calculations and checks MC has to make to take the control away from you in the first place, and keep those in place.

But in reality if you really think about it. MC biggest flaw is the fact that its a plugin. And can be massively miss-used by the player to cheat the system. And in the end its really up to the player if they want to have fun... Or cheat the system and ruin that fun. Like I said in the first post of this thread.. I pretty much know every single exploit there is to MC. Its up to the player to have some constraints. I could spend weeks of development time plugging these exploits (lots of code rewrites), or trust in the player to make there own choices. ;)

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I suppose that's fair.

Can I request that the high orbit satellites are actually high orbit? Say, 500-2000km? As it stands, the lowest high ones aren't more than a dozen km further out than the highest low ones.

Sure Ill fix em up for next version. If anyone has any suggestions for new Random Missions to add, now the time to speak up. ;)

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Well now that you mention... n.n

Is there a way to randomize part requirements? Like, antennae between 0-6, and dishes between 1-10, or something like that? Having to design specific sattllites for each mission would be neat.

How about probe landings on specific coordinates? Imitates a 'take a sample from X crater' sort of thing.

This is just personal preference, but I prefer upper-lower apoapsis, with eccentricity, rather than lowest periapsis and highest apoapsis. Works out the same, but I seem to be better able to work the second... *shrug*

Crew amount X in orbit Y for Z time?

Just a few off the top of my head.

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Not sure whether non-active vessels really contribute that much to slowdown, btw--vessels on rails have almost all physics calcs disabled, so it shouldn't put much strain on the system. I mean, KSP defaults to something like 2500 pieces of debris as max--and debris vessels are, AFAIK, no different from non-debris vessels in terms of calcs run.

Stargate525, you can set lat-lon requirements for landing--check all the missions that require landing at KSC as an optional goal, like in the NT pack. And all planets will have lat/lon.

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Stargate525, you can set lat-lon requirements for landing--check all the missions that require landing at KSC as an optional goal, like in the NT pack. And all planets will have lat/lon.

I know it's possible. He wanted suggestions. I was suggesting.

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Well now that you mention... n.n

Is there a way to randomize part requirements? Like, antennae between 0-6, and dishes between 1-10, or something like that? Having to design specific sattllites for each mission would be neat.

How about probe landings on specific coordinates? Imitates a 'take a sample from X crater' sort of thing.

This is just personal preference, but I prefer upper-lower apoapsis, with eccentricity, rather than lowest periapsis and highest apoapsis. Works out the same, but I seem to be better able to work the second... *shrug*

Crew amount X in orbit Y for Z time?

Just a few off the top of my head.

Nope not yet on the parts. At least I have not tried the RAMDOM on that yet.. Doesn't work on crew I do know that.

I do want to actually make Landing Mission Like that.. But I also have some plans for some future MISSIONGOALS.. That will require Missions Controller to have its first parts... The first one I will implement is REPAIR.. There will be a specific part made that you can add to Satellites... The REPAIR Goal will look for these parts and Vessels and specify a random mission to repair. You will have to launch a kerbal into space.. Intercept the Vessel. EVA and then right click the part and choose repair.. Set amount of time will pass.. And mission goal completed. (thats the hope at least).

The 2nd one will be science stuff.. Another Part, can add it to outside of ship, or rover. Mission will require you to go to such such.. (can be random) go EVA and Right Select Part, then the science Stuff.. Time Passes and Mission Complete.

I just started using the Upper and Lower With Eccentricity in the random missions.. I like it a lot too. ;)

I will add a few more Crewed missions To orbit, and land also. Harder to Randomize the landing ones though.

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I'd almost wait on the scienc-y bit... The next update's going to have something very similar, which might be easier to integrate once it drops.

Ya Been keeping an eye on the Update. Looks like its going to have a lot more things in it. I can only hope plugin wise they release a lot of the options to us. Which is why Im having a hard time with the Kerbal Hire Thing. There is no way for me to tell mission controller that someone has hired a kerbal or not. At least its not been released yet to plugin developers that I can tell. I could make a complicated list that keeps track of the current amount of Active Kerbals.. And when the list changes you could be charged for the new amount if its MORE. But its complicated and really think its best to wait on that until next update.

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I don't know if this is a bug or not, however I quickly scanned the thread and didn't find an answer.

When in hardcore mode, should the recycle costs be cut 40%? If so, is that also supposed to include the insurance payback also? I'm only getting part of the initial insurance cost when I recover a vessel.

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Is it me or does the VAB not charge me for launching rockets? I am running Kerbal Engineer Redux, Subassembly Loader, and this mod only.

Am i missing a button i should be clicking to charge me for the rocket?

Thanks

You don't get charged until you are on the launch pad and you push the space Bar to launch the vessel.

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I don't know if this is a bug or not, however I quickly scanned the thread and didn't find an answer.

Edit. Ok I just checked this. Recycle Cost is never touched when in Hardcore mode. The only thing that hardcore mode effects is Mission Payouts.. Which is a separate calculation from recycle. So I don't know what your seeing on your end when it comes to losing recycle cost.

Edited by malkuth
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I don't know if this is a bug or not, however I quickly scanned the thread and didn't find an answer.

Edit. Ok I just checked this. Recycle Cost is never touched when in HardCoreMode. The only thing that hardcore mode effects is Mission Payouts.. Which is a separate calculation from recycle. So I don't know what your seeing on your end when it comes to losing recycle cost.

Here is what I am seeing, I am seeing a 60 percent reduction in recycle value in the tracking station. for example, it says it's going to give me back 25,940, and the recycle window says it gave back 25,940, but looking at the current budget I only received 15,564. This only happens on HardCoreMode and not Normal Flight Mode.

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So I've been having no major issues with the main civilian/commercialisation missions and really like the mod, but I'm having trouble with the no liquid fuel requirement in the Sandworm missions, mainly due to RCS thrusters not appearing on the delta-v stats in MechJeb/KER making it hard to design anything properly.

Is anyone able to point me to a mod containing a good (small) monoprop engine mod that will be counted for delta-v? I've found the radial engines in KOSMOS but they are meant for bigger ships and more than double the mass of a small probe, so I need more monoprop->more mass->bigger lifter->no profit

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Glad to see someone's using those missions. I was gone for a couple weeks but am back and working on updates. I think I'll start a new thread for them. That gives more room for pictures and explanations. The new parts in Remotech2 look great and would allow for very interesting missions. I'd do a remotech2 missions pack if only they could get the flight computer working.

As for the liquidfuel ban, I put that in to reflect reality but also to show how 90% of missions can be accomplished with simple, small rockets. But I have heard the complaints. I might make it an optional goal in the next update (tonight/tomorrow) especially for those missions requiring precision landings.

update on updates: not this weekend. Realworld stuff first.

Edited by Sandworm
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So I have a request. Could we still get some kind of completion icon for the repeatable missions? It's really just the OCD achievement chaser in me that likes to see lots of green completed icons.

I will second that request. I think it would work best to show both a green icon and a blue one showing that the mission has been completed at least once and that it can still be completed.

And second how do you save a file as a (dot)mpkg? I saw the guide Nobody made for making mission packages (which is super helpful!!!) and thought I would just try editing an existing pack, but when I save it from the text editor it saves as a txt file. I'm sure this is just some lack of knowledge on what a good text editor would be or a trick I don't know. Thanks for the info!

Overall been loving this mod! Thanks for the work you've put into it!

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