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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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Works for me have at it. :)

Don't forget you can open up the Mission Packs with Notepad and edit them that way.. But an even better and free program is Notepad++. This is made to edit files like this.

Since some of my mission/goal briefings might be a little wordy, is there a way to have line breaks without breaking the mission file? I noticed that if i do a line break in the description it breaks the mission package. (Until you delete them and have the description be one continuous paragraph.)

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There should be enough missions that I added to get you off the ground in .22 career.. The Default Package and the Random package have very simple missions and goals for the first 2 or 3 missions.. As you unlock more stuff the other missions in the other packages should be able to be done.

But I'm willing to take some Info on what type of missions you would like to start off with.. The problem is having only Mark 1 pod and a fuel tank... Not much you can do with that. (hint you can get level 2 tech in KSP by not even taking off from the launch pad) Hint Hint.

I don't understand why the Developers only made 1 Mk1 pod available... I would of thought that the starting tech should of been the Round Probe Body.. Then the next level the Mk1 pod....

If anyone would like me to move around the first few levels of KSP Techs.. Its very easy to do.

Add a Science Get variable for the mod! Then you can say "Get atleast 20 science on this missions" for a bonus!

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Hi there,

thanks for that amazing mod!

but i've just 2 questions :

Checked if the mod is properly installed-----------> ok

Checked if the mod is set to ON------------------> ok ====> So why can i still launch rocket when im in borrowed state ?

Checked on career first, then on sandbox mode---> ok

Then, i've tested to create mission, it works well, but if i just want to put a necessery part of a mod to accomplish a submission, i just have to write the name of this part inside the module, that's all ?

Thanks for replying mates

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Mission Updated

The great thing about having the time to actually play KSP means that I can make missions as I Play. Well 4 new missions have been added to the Random Mission Pack. All are based on the Early Missions.. And take into account what you might have at the time of these missions. (lets face it MCE makes the science part a lot harder) The new missions are as follows.

FlyBy of Mun

FlyBy of Minmus

Exploration of Kerbin Polar Region

Exploration of Kerbin Crater

Have fun.. the packs have been updated in the Downloads.

Hi there,

thanks for that amazing mod!

but i've just 2 questions :

Checked if the mod is properly installed-----------> ok

Checked if the mod is set to ON------------------> ok ====> So why can i still launch rocket when im in borrowed state ?

Checked on career first, then on sandbox mode---> ok

Then, i've tested to create mission, it works well, but if i just want to put a necessery part of a mod to accomplish a submission, i just have to write the name of this part inside the module, that's all ?

Thanks for replying mates

You actually lose mission payouts for launching in borrowed state.. (I can't stop you from launching no matter what.. Plugins can't do this)

You have to write to correct name.. Which 99% of the time is the name of the folder.. the part is located in.. But in the .cfg you can check the part where it says name and that usually is one you want.

The new large science bay will not work.. For some reason the devs decided to use 2 different names for the folder and the name.. Best way to learn is to look how the other missions are made.. And to read the how make missions readme.

Edited by malkuth
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MedievalNerd: Hmm. Does your AR202 part have ModuleCommand? sarbian took it out, in the dev build, but maybe you don't have the dev build. If so, remove it, and your cost will be normal.

For altitude: set the altitude goal in a separate, early SubGoal(). The goal will be marked completed and not go back to failed when you descend again.

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It is just me or does MechJeb cost 4,000,000 Krones? lol

Is it possible to set "Max altitude achieved" as a goal condition? Or is it the current maxaltitude only?

you can set Maxaltitude to say 70,000 and minaltitude to 69000 if you want to have a precise altitude.. But no, you can't have it be a achievement type thing where the player is testing how High he can go and MC take his highest height as a win condition.. It has to be set up before hand in mission. If you want the mission to last longer.. Have a landing goal also.

Edited by malkuth
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The way to fix MechJeb if it costs too much is either:

(a) Give the part a reasonable mass, like at minimum 0.1 (then it'll only cost ~1800)

(B) remove MODULE { name = Module Command ..... } from the MJ part cfg.

Edited by NathanKell
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Um no. It's not that I forgot to fix it, it's that I had thought, since sarbian fixed it on his end, that MJ would no longer have a ModuleCommand module.

And that's not how MCSettings.cfg works--if you add a MechJebCore entry, it will _add_ cost to the part it's on. Unless your numbers are negative, but why would adding MJ to a part make it cheaper?

No, the way to fix this is either:

(a) Give the part a reasonable mass, like at minimum 0.1 (then it'll only cost ~1800)

(B) remove MODULE { name = Module Command ..... } from the MJ part cfg.

I read your answer and removed the comment.. I just had flashbacks of .12 where it cost billion dollars. LOL.

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Thanks for fast rep ;)

You actually lose mission payouts for launching in borrowed state.. (I can't stop you from launching no matter what.. Plugins can't do this)

Alright, so can i put different value for interest case ? Actually its set on 25% when you are borrowed, but in my opinion, it should be set on something like 75% or little bit more. In that way you will take care before create vessel and be carrefully when you reach the 0 Crone limit.

You actually lose mission payouts for launching in borrowed state.. (I can't stop you from launching no matter what.. Plugins can't do this)

You have to write to correct name.. Which 99% of the time is the name of the folder.. the part is located in.. But in the .cfg you can check the part where it says name and that usually is one you want.

The new large science bay will not work.. For some reason the devs decided to use 2 different names for the folder and the name..

Great thank you. For now, lets wait for RemoteTech update to 0.22, and create some mission like geostationnary orbit etc etc.

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you can set Maxaltitude to say 70,000 and minaltitude to 69000 if you want to have a precise altitude.. But no, you can't have it be a achievement type thing where the player is testing how High he can go and MC take his highest height as a win condition.. It has to be set up before hand in mission. If you want the mission to last longer.. Have a landing goal also.

What I was hinting at was more of a way to make a mission fail if the person goes above a certain altitude. Since the altitude value is pooled on the fly, even if the person overshoots the height, they can just fall back down and it completes the goal.

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Oh. Right. Sorry.

That reminds me that I need to implement OR and NOT. That would fix it; subgoal with minalt, wrapped in a NOT. subgoal completes on minalt (your max alt) and then is made forever false by the NOT, failing the mission.

That system would also allow ORs for partgoals, for example: and OR() over all antennae, stock and remotetech; an OR() over various mod telescopes or the RamScoop that Sandworm has been using to fake one; etc.

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Oh. Right. Sorry.

That reminds me that I need to implement OR and NOT. That would fix it; subgoal with minalt, wrapped in a NOT. subgoal completes on minalt (your max alt) and then is made forever false by the NOT, failing the mission.

That system would also allow ORs for partgoals, for example: and OR() over all antennae, stock and remotetech; an OR() over various mod telescopes or the RamScoop that Sandworm has been using to fake one; etc.

Oh boy! That would be great! Make missions much more complex/precise. I love this idea!

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Progress report: I now have propulsive landing and flyback (jet) landing working for autorecycle. You can now do missions like the original Shuttle concept (big plane + piggyback orbiter), or Falcon 9's intended recoverable boosters.

Alas I don't detect wings; I assume if you bother to put jets on, you're going to be flying back.

The requirements are as follows, although tweakable in MCSettings.cfg (as is, finally, parachute drag per ton)

For a rocket landing, you need:

> 1000m/s deltaV remaining (calculated from lowest-Isp engine, with Isp at sea level checked)

a TWR of >= 1.5 (which, if you're using a thrust corrector, will still be enough).

For a jet landing, you need:

a jet (obviously)

this much fuel for the jet: total jet thrust (or enough thrust for 1.0TWR, whichever is less) * 0.5, spread among the fuels the jet uses by ratio. Unlike rockets, the highest Isp jet is selected as the baseline.

In both cases, you get fuel unused by the engine back (any fuel used by those engines is considered used, so don't expect to recycle half a tank of jet fuel, sorry. But Kethane, on a LF/OX rocket? Yup.)

For parachutes, we now check twice: do you have enough drag to land the whole stage with fuel? If so, you get the fuel. If not, dump the fuel and try again. This way you can parachute-land full Kethane tanks and recycle them for megabucks.

Assuming someone suggests a cost for Kethane, of course. Again, OPERATION CROWDSOURCE is in need of your help adding costs for mods! See my post here for details.

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Progress report: I now have propulsive landing and flyback (jet) landing working for autorecycle. You can now do missions like the original Shuttle concept (big plane + piggyback orbiter), or Falcon 9's intended recoverable boosters.

Alas I don't detect wings; I assume if you bother to put jets on, you're going to be flying back.

The requirements are as follows, although tweakable in MCSettings.cfg (as is, finally, parachute drag per ton)

For a rocket landing, you need:

> 1000m/s deltaV remaining (calculated from lowest-Isp engine, with Isp at sea level checked)

a TWR of >= 1.5 (which, if you're using a thrust corrector, will still be enough).

For a jet landing, you need:

a jet (obviously)

this much fuel for the jet: total jet thrust (or enough thrust for 1.0TWR, whichever is less) * 0.5, spread among the fuels the jet uses by ratio. Unlike rockets, the highest Isp jet is selected as the baseline.

In both cases, you get fuel unused by the engine back (any fuel used by those engines is considered used, so don't expect to recycle half a tank of jet fuel, sorry. But Kethane, on a LF/OX rocket? Yup.)

For parachutes, we now check twice: do you have enough drag to land the whole stage with fuel? If so, you get the fuel. If not, dump the fuel and try again. This way you can parachute-land full Kethane tanks and recycle them for megabucks.

Assuming someone suggests a cost for Kethane, of course. Again, OPERATION CROWDSOURCE is in need of your help adding costs for mods! See my post here for details.

Sounds like ill be expanding the research tree for mc. :)

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Progress report: I now have propulsive landing and flyback (jet) landing working for autorecycle. You can now do missions like the original Shuttle concept (big plane + piggyback orbiter), or Falcon 9's intended recoverable boosters.

Alas I don't detect wings; I assume if you bother to put jets on, you're going to be flying back.

The requirements are as follows, although tweakable in MCSettings.cfg (as is, finally, parachute drag per ton)

For a rocket landing, you need:

> 1000m/s deltaV remaining (calculated from lowest-Isp engine, with Isp at sea level checked)

a TWR of >= 1.5 (which, if you're using a thrust corrector, will still be enough).

For a jet landing, you need:

a jet (obviously)

this much fuel for the jet: total jet thrust (or enough thrust for 1.0TWR, whichever is less) * 0.5, spread among the fuels the jet uses by ratio. Unlike rockets, the highest Isp jet is selected as the baseline.

In both cases, you get fuel unused by the engine back (any fuel used by those engines is considered used, so don't expect to recycle half a tank of jet fuel, sorry. But Kethane, on a LF/OX rocket? Yup.)

For parachutes, we now check twice: do you have enough drag to land the whole stage with fuel? If so, you get the fuel. If not, dump the fuel and try again. This way you can parachute-land full Kethane tanks and recycle them for megabucks.

Assuming someone suggests a cost for Kethane, of course. Again, OPERATION CROWDSOURCE is in need of your help adding costs for mods! See my post here for details.

So what you're telling me is that my outlandish kethane operations might actually make me money in the future? :cool:

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Nathan - great work on all your mods. A stupid quick question from a new player - Can I play this in the normal career, or do I have to run this in sandbox mode?

with .22 on the game is actually getting more geared toward CAREER mode. In .22 I added a Tech Tree To MC that you can unlock with Science points. The tech tree can really only be used in Career mode. You can still use MCE in sandbox, but the tech tree will not be an option. So some of the options like recycle will not be available to you.

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