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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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I have a problem with the second skylab mission. I have everything completed except the timer. The timer disapeared when I docked with the Skylab from part I. I looked at the save, and the vesselId for this part does not exist anymore. I will try (later) to use the debug menu to assign it to the skylab, but I think it is problematic to have a mission that requires docking (not from text - but it makes sense in the context) - but KSP seems to loose the vesselId when you are docking.

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I have a problem with the second skylab mission. I have everything completed except the timer. The timer disapeared when I docked with the Skylab from part I. I looked at the save, and the vesselId for this part does not exist anymore. I will try (later) to use the debug menu to assign it to the skylab, but I think it is problematic to have a mission that requires docking (not from text - but it makes sense in the context) - but KSP seems to loose the vesselId when you are docking.

I will check this out and fix it the same way I did the New repair missions in next version.

This is how the contract works though under the hood.

Your 1st mission you launch skylab, the vessel you currently have as your active vessel when you actually complete the contract and get paid is the vessel that is assigned the skylab station for the next 3 contracts.

Edited by malkuth
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I have a problem with the second skylab mission. I have everything completed except the timer. The timer disapeared when I docked with the Skylab from part I. I looked at the save, and the vesselId for this part does not exist anymore. I will try (later) to use the debug menu to assign it to the skylab, but I think it is problematic to have a mission that requires docking (not from text - but it makes sense in the context) - but KSP seems to loose the vesselId when you are docking.

I did forget this, I have a debug option that will allow you to set any current target while in flight as the skylab contract.

Just open the debug mode (in settings) while in SpaceCenter Overview. Keep the window open, go to tracking station (the window will vanish) then go to flight scene of the vessel you want as Skylab station. Then choose "Set SkyLab Current Selected Vessel(Must be in flight)"

SameOption for Agena is available too. Only 2 contracts that I have that really need this.

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Don't know if this has been brought up before; but I'm doing the Luna 2 mission. On 2 occasions, I crash the ship at the end of the mission but it doesn't register as crashing. All other mission parameters are successful; but the crash does not show as happening.

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Don't know if this has been brought up before; but I'm doing the Luna 2 mission. On 2 occasions, I crash the ship at the end of the mission but it doesn't register as crashing. All other mission parameters are successful; but the crash does not show as happening.

Usually if you can manage not to destroy the command pod or unit first the objective will apply.

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Updated my GitHub with a new Prerelease version 1.09.04.

Many major changes to the way Repair contracts are done. Read the Readme for 1.09.04 carefully to understand whats needed.

This is only a pre-release and is not an official version. If you don't mind a few bugs, and to help test out a future version of Mission Controller then feel free to download. If this kind of thing really bugs you then stick with the official 1.08 version. Thanks.

GitHub Pre-Release Page.

Little note on some of the changes and Why done them.

The first big change is the dependencies. I decide to change the RepairParts resource with the Community Resource Packs "SparParts" resource. This is the same resource used in DangIt and other awsome mods like Kerbanite, OKS, and MKS. So now if your using DangIt you can use the same SpareParts that the mod uses to do Mission Controller Repair Missions (hence the plural). Thats correct I plan on expanding the Repair Contracts in 1.09 a lot more then whats in this release. More types of repairs.. Think ISS!

The catch was... and is.. that SpareParts is not a transferable resource like the old RepairParts was! Thats an issue, because I have no existing code in Mission Controller to overcome this fact. So instead of Writing about 2000 more lines of code. I looked around and found out that community already has EVA resource managment done. Kerbal Attachment system is a prime example and is now needed to carry around the Repair Can (yes its now KAS Enabled) and for the transfers of Non Transferable Resources I decided to use KERT (Kerbal EVA Resource Transfer). And as of the latest version things seem to be working ok.

So have fun, I spent a whole night trying to get this all to work.

So to do repair missions we will need KAS and KERT?

Also, I may be having an issue with some missions and RemoteTech antenna. Only the stock antenna seem to count toward contracts completion and I have to sometimes launch a probe core with a stock antenna and a solar panel to complete the contract.

Has this been reported by others or is there something wrong with my install?

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So to do repair missions we will need KAS and KERT?

Also, I may be having an issue with some missions and RemoteTech antenna. Only the stock antenna seem to count toward contracts completion and I have to sometimes launch a probe core with a stock antenna and a solar panel to complete the contract.

Has this been reported by others or is there something wrong with my install?

Thats only the preview version not the 1.8 version that is from the front page.

The version on my PC which will be another Preview version soon has taken the need to have KAS out of the equation (though its much more fun with KAS). Kert With permission from its author ships with MCE newest version so does Community Resources.

Hmmm what contracts are asking for antenna?

If its the new Contracts that have random parts then yes you might actually get the stock antenna as part objective.

Most of the part contract are asking for a specific part.

Edited by malkuth
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Hiya. Awesome mod! I really enjoy the Missions including the historical ones.

I do have the issue with timer. Not that its game breaking or anything, but it happens to me very often that the "stay in orbit" timer gets stuck on another Vessel.

For example: i lauched Skylab3 mission to dock do things and stay 59 days. While waiting for the rendevouz i switched to another vessel to pass the time and do other things. Suddenly the timer appeared at that Vessel not the Skylab Mission Vessel. Sadly the craft with the timer on it does not have enough life support to endure 59 days (using TAC life support).

Is the Mission a failure? Can the timer be somehow stuck onto another vessel? I tried docking with the skylab Mission craft with the skylab and re-setting it via the debug menu to the skylab craft. But the timer still is on the other craft...

any suggestions?

thx for that great mod!

greez

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Hello there,

Another avid fan of this mod here.

Lately, I'm trying to solve any issues before they make it unplayable for me.

I'm hunting down any NREs I get and reporting them to the mod creators in hoping get the issue solved.

I'll be posting in a couple of other threads as well.

Looking through my KSP log, I see the following:

[EXC 00:55:07.073] NullReferenceException: Object reference not set to an instance of an object
MissionControllerEC.OrbitalPeriod.OnUpdate ()
Contracts.ContractParameter.Update ()
Contracts.Contract.Update ()
Contracts.ContractSystem.UpdateContracts ()
Contracts.ContractSystem+.MoveNext ()

Here are the logs:

https://www.dropbox.com/sh/yo6s47374cxyrpj/AABF9xjnb2DOWcUoU8PJLnj9a?dl=0

Is this normal? Is there a fix for it?

PS: Presently, I do not see any issues while playing. I wanted to learn about these NREs and how to fix them, but it was suggested to me that all I could do is report it to the mod author.

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What contract is it, don't remember having a requirement for antenna on the older contracts that require Power.

And what part is not completing.

But, some contract parts do not take effect until you get into orbit.

Hmm. I may have to double check that it is a MCE contract and not a fineprint one.

EDIT :

It`s `launch a satellite into a polar orbit` and I couldn`t tell which mod it was from so I uninstalled fineprint and it was that. Yours are the `must have repair panel` ones.

Apologies for wrongly alerting you.

Edited by John FX
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Hmm. I may have to double check that it is a MCE contract and not a fineprint one.

EDIT :

It`s `launch a satellite into a polar orbit` and I couldn`t tell which mod it was from so I uninstalled fineprint and it was that. Yours are the `must have repair panel` ones.

Apologies for wrongly alerting you.

That would be finePrint.

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Hello there,

Another avid fan of this mod here.

Lately, I'm trying to solve any issues before they make it unplayable for me.

I'm hunting down any NREs I get and reporting them to the mod creators in hoping get the issue solved.

I'll be posting in a couple of other threads as well.

Looking through my KSP log, I see the following:

[EXC 00:55:07.073] NullReferenceException: Object reference not set to an instance of an object
MissionControllerEC.OrbitalPeriod.OnUpdate ()
Contracts.ContractParameter.Update ()
Contracts.Contract.Update ()
Contracts.ContractSystem.UpdateContracts ()
Contracts.ContractSystem+.MoveNext ()

Here are the logs:

https://www.dropbox.com/sh/yo6s47374cxyrpj/AABF9xjnb2DOWcUoU8PJLnj9a?dl=0

Is this normal? Is there a fix for it?

PS: Presently, I do not see any issues while playing. I wanted to learn about these NREs and how to fix them, but it was suggested to me that all I could do is report it to the mod author.

Might be the parameter trying to run while your not in flight mode. usually i have a check for this but might of missed it for this parameter. I will check it out.

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Hiya. Awesome mod! I really enjoy the Missions including the historical ones.

I do have the issue with timer. Not that its game breaking or anything, but it happens to me very often that the "stay in orbit" timer gets stuck on another Vessel.

For example: i lauched Skylab3 mission to dock do things and stay 59 days. While waiting for the rendevouz i switched to another vessel to pass the time and do other things. Suddenly the timer appeared at that Vessel not the Skylab Mission Vessel. Sadly the craft with the timer on it does not have enough life support to endure 59 days (using TAC life support).

Is the Mission a failure? Can the timer be somehow stuck onto another vessel? I tried docking with the skylab Mission craft with the skylab and re-setting it via the debug menu to the skylab craft. But the timer still is on the other craft...

any suggestions?

thx for that great mod!

greez

It jumped after you went into orbit, or was your vessel that was doing the contract in orbit yet before you jumped to a new vessel? The timer check starts when you enter orbit, so if that was the case then makes sense.

No way to stop that I know of on how contracts work.. meaning that any vessel can do any contract. I have a few checks but sometimes they don't work. I might check out one more thing to see if it helps while in flight, but of course it won't help now. for now I suggest on timed contract not to leave the vessel until you are in orbit. Once in orbit the timer is actually applied to your vessel ID, and can't change after that. (this has a few issues too).

But for now you can ALT F12 go to contracts and you should see all the current active contracts you have. For this one select COM (Means complete) and the contract will be finished and you will get paid. ;)

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Well, is that an interesting and well -thought mod indeed.

However, is it Fine Print -compatible, or is each going to make the other obsolete?

FinePrint and MissionController work fine together. All contracts are separate entities that are individually loaded by KSP and do not have any effect on each other. Think of them like parts.

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FinePrint and MissionController work fine together. All contracts are separate entities that are individually loaded by KSP and do not have any effect on each other. Think of them like parts.

Well, what I meant is, is it actually worth it to have both at once, or I'll just end up with a bunch of almost duplicate contracts?

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Well, what I meant is, is it actually worth it to have both at once, or I'll just end up with a bunch of almost duplicate contracts?

As far as I know only contracts that we have that are the same is the Satellite contracts, but they are different still.

Fineprint has ins own waypoint system that shows you what you need to do. Mission Controller you need to use the ToolTips or MechJeb or Engineer to get the readings you need to know what orbits you need to be at.

For instance but not limited too.

Orbital Period

Inclination

Eccentricity

ApA and PeA

They also might work well together. For instance FinePrint has you build stations and bases. MC doesn't have these, but does have custom contracts that allow you to send Supplies to those stations and Personnel on ISS type Expeditions to those stations.

And in the next version this has been increased with the Added Civilian contracts that give you random contracts to bring Civilians to those stations.

MC also has Repair Contracts. Random contracts that are used to repair possible Satellites that are malfunctioning.

Again this is expanded in next version to include station Repairs for ISS type Space Walks. (not out yet).

MC has historical missions... List goes on.

And of course Mission Controller you can turn off and on what you do and do not want to use.

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Well, what I meant is, is it actually worth it to have both at once, or I'll just end up with a bunch of almost duplicate contracts?

malkuth's post above should be sufficient, but I thought I'd chime in and just say that it's a lot of fun getting contracts from both FinePrint and MCE2.

I highly recommend it!

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One of the Last Pre Releases Before Final 1.09 Is out.

Ok I'm almost to the finish line with Version 1.09 Final. Basically have a few more code changes and a whole lot of testing to do. But I decided to release my test version out to you guys if you want to help test.

If your not ok with testing or possible bugs then PLEASE STICK with 1.08 for now.

Get The Prerelease 1.09.06 At Github

Anyway the readme is located on my GitHub page. Remember I always release ONLY pre Releases on Github! The official versions are posted on the 1st page of this thread. Thanks guys.

Little preview of changes in 1.9 (also now in preview version)

1. Changed way contracts work when changing vessels. Should help with other vessels accidently doing contracts you don't want. (borrowed from finePrint)

2. Also added a new check for Vessel Launch time. If vessel launch time is older then Contract Acceptance Time you can't use that vessel for that contract. Whats this actually mean? Well basically you have to build a new vessel for Most contracts now.

3. New Civilian Contract Expedition to Mun, Minmus (and soon Duna).

4. New Civilian Contract Expedition to One of your space stations for a short Stay.

5. New Repair Contract. EVA and Repair one of your stations that has a malfuction. You need to place a Repair Panel for this to work.

6. Smaller Repair Panel available for those smaller satellites.

7. Redid the way contracts are loaded, to help with Error loading. Since the default KSP Node loading is horrible. Sorry.... just saying.

8. Working on timed parameters. And ways around a few problems. Still some issues to work out but they are getting better.

9. You don't have to use KAS anymore to use SpareParts. I have aloud SpareParts using KERT (included) to be transferred to EVA Kerbal now. Only 1 part though.

10. Oh Revert was changed a little bit by the user named RealGrep. He added the ability in settings to change the price it cost to use revert button. (still disabled as default).

Thats about it for now.

I forgot to add KAS fuctionality to the Repair Panel for you can pull it on and off. I will add it later. But if you want to do it now just add this to the config file.


MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.00, -0.12)
evaPartDir = (0,0,-1)
storable = true
addPartMass = true
storedSize = 20
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}

If I find any major bugs that are unbarable for 1.09.06 I will send the fixes to github. If you find anything please report on my Github Issues Page. Helps me separate Official Issues with PreReleases.

Edited by malkuth
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Sounds awesome. Probably too late, I keep forgetting to ask, but how about some more Skylab-type contracts for launching stations in the first place, maybe with weight minimum or module requirements? And is it possible to specify multiple resources for the resupply contracts?

Sure easy enough to do for the resources I will add an option soon to add more types.

As for the station. Have not really been too concerned about adding more station contracts since FinePrint has this pretty well covered and is going to be stock next version anyway. Or are you thinking along the lines of more historical type contracts like soviets space station and the ISS?

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