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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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Please upload your output_log.txt when that happens.

Its not generating a crash dump. But I can hit alt F12 while its starting to grind down and I can see a bunch or RED entries about stack something or other. I'd have to do it again.

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Ill check out the message acerola I might of forgot an old number somewhere. And I will add the Mission Icon to the VAB.

As for the cost thing... its a pretty easy fix with editing the file like NathanKell has mentioned.

And why would Nathan Punish himself using a mod he develops with another mod he helps develop? People should not jump to strange conclusions.

The very first mission in the Random pack pays just enough to get you off the ground and get some Science Running. Once you can start to orbit in Camp mode, the game even with MissionController Moves along pretty smooth. Even if you run with Oxygen and DR. You should not need a whole lol of O2 to run a mission that requires an altitude of less then 70K... You must make your vessel fit the missions.

Edited by malkuth
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Alright I got the Fix for Hardcore mode coming in a little bit (found it I did forget and old value somewhere sorry about that)

Added the Mission List to both Vab and SPH.

Tried looking for any exception errors in VAB with ToolBar Installed 1.4.0 and MissionController and have not spotted any issues. May I ask ULH what other mods you have installed? Sounds like it might be a part issue the way you explained it.

The Cost thing other then making MCE completely useless and too easy, not much I can do about vessel cost in the start of Game. Its suppose to be a little challenging, but not enough to rage over, and If I have guys begging for hardcore mode to actually work then thats telling me nothing wrong.

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Version .41

1. Fixed hardcore Mode Flagging as Disabled Vessel (only should happen if you launch a vessel while MCE is in disabled mode)

2. Added ToolBar 1.4.0 to download file

3. Added the Mission List to Both VAB and SPH

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Nice malkuth. Thanks a lot.

Could you also take a look at another issue I found?

1. Create a ship with just the pod.

2. Do some EVA/soil sample.

3. Board and recover.

Since there is no launch, MC will not subtract the cost of the ship. But after the recovery, a window pops up with the refund for the crew insurance (which was not subtracted before). This way you end up profiting $5000.

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Nice malkuth. Thanks a lot.

Could you also take a look at another issue I found?

1. Create a ship with just the pod.

2. Do some EVA/soil sample.

3. Board and recover.

Since there is no launch, MC will not subtract the cost of the ship. But after the recovery, a window pops up with the refund for the crew insurance (which was not subtracted before). This way you end up profiting $5000.

Yeah I will take a look at that thanks a bunch. That should not happen even with the values it has now so its a little odd.

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Its not generating a crash dump. But I can hit alt F12 while its starting to grind down and I can see a bunch or RED entries about stack something or other. I'd have to do it again.

I'd need the output_log.txt file, not a crash dump. That file is a more detailed version of what you can see with Alt+F12.

Edit: Please send by PM. I can only watch so many threads in a day :)

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Its not doing it since I turned off the camera FOV indicator on the Rasterprop cameras. May have had nothing to do with toolbar or MC. If it happens again I found the output log location. I'll PM you.

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Nice malkuth. Thanks a lot.

Could you also take a look at another issue I found?

1. Create a ship with just the pod.

2. Do some EVA/soil sample.

3. Board and recover.

Since there is no launch, MC will not subtract the cost of the ship. But after the recovery, a window pops up with the refund for the crew insurance (which was not subtracted before). This way you end up profiting $5000.

Alright I tested this out and its a strange situation. When you put a pod on the pad and just recycle it does not give you back Kerbal Cost.

But when you do the same thing and like you said with EVA and SoilSample and then recycle it you do get it back.. It seems that KSP does things a little different when you have some science to bring back.

I tried adding some parts to If statement.. IE if vessel is not in PreLaunch but it does not work, and it also causes other strange issues. So at this time, since you only really do this once in the whole game, its going to have to stick to be a Known Issue. Its almost like KSP takes vessel out prelaunch once you have science to bring back (which might be the case).

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Alright I tested this out and its a strange situation. When you put a pod on the pad and just recycle it does not give you back Kerbal Cost.

But when you do the same thing and like you said with EVA and SoilSample and then recycle it you do get it back.. It seems that KSP does things a little different when you have some science to bring back.

I tried adding some parts to If statement.. IE if vessel is not in PreLaunch but it does not work, and it also causes other strange issues. So at this time, since you only really do this once in the whole game, its going to have to stick to be a Known Issue. Its almost like KSP takes vessel out prelaunch once you have science to bring back (which might be the case).

Another way to cause the bug is to just move the pod around using the reaction wheels.

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Another way to cause the bug is to just move the pod around using the reaction wheels.

hence taking it out of PreLaunch. Once KSP (not MCE) detects the vessel is not in PreLaunch conditions (this is a KSP condition not MCE) it goes to flight.

Its a complicated process to make MCE behave at this part of the Game. We don't want MCE charging you because your on the launchpad. The Traditional way to get out of launchpad is to hit SpaceBar and activate your first stage, which is what MCE is looking for. But a lot of the conditions also look to see if your vessel is in PreFlight. (for recycling with MCE) once the vessel is out of PreFlight the vessel can be Recycled by MCE. Its a problem but not much I can do about it without changing the whole way MCE detects if vessel is in flight.

Plugins can never be perfect. They rely on KSP conditions. But its such a small problem that I personally never run into that its really not worth putting much effort into it to make a work around. And a work around is what is needed to fix it.

I will do more testing though to see if I can see something different. Something I did not test is to see if this might have something to do with research. If this does not happen in Sandbox mode, then I have something wrong somewhere maybe. But if it does happen in sandbox mode, then it is a problem.

Edit after sandbox test

Happens in sandbox also. So wiggling the vessel takes it out of preflight mode. I suspect going into EVA also takes it out of PreFlight Mode.

There is no check to see if vessel is on the launchpad. So this is going to continue to be a problem, that might have to be chalked up to (don't do it). ;) And the preflight mode is to much of a What If situation to make it be the check for MCE to charge you. (thats why the spacebar works so well... its a solid way to make sure thats what the player intended)

Pretty sure all the fixes I could do to fix this problem are going to cause Many worse problems then what I'm trying to fix. ;)

I did at one point have a plan to change this whole system. The plan was to actually buy the vessels outside of the Launch Pad. So say you made vessel a... it was a good solid vessel (been tested many times) so you want to purchase 3 of them for use. So you buy 3 of them. MCE saves the info and knows you have 3 of these vessels. When you launch a vessel you own already (and is not in flight) MCE allows you to launch the vessel and subtracts it from your current ship count for that vessel. etc. It was pretty complicated and would be a MAJOR MAJOR overhaul of how MCE works. So much so that its a little mind boggling.

But I don't think I have enough time between now and when KSP comes up with its contract system and own Currency to make it worth the effort.

Another thing I could of done is Used the FlagSystem I currently have for vessels launched when Plugin Disabled and use it for ships launched when Vessels are launched with space bar instead.. Only vessels flagged can ever do missions or get Recycling back. (this system makes more sense and would be the easiest, since I already wrote most of it into the code)

That last one might become a reality at some point If I have the time. It would fix a HUGE amount of issues.

Edited by malkuth
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Hi all,

Just 2 quick questions. I'm writing some historical missions for Mission Controller and I'm wondering how to force an unmanned mission. So far I added a Part Goal and specified the probe part name but I want to make a mission that can be completed with ANY probe but NOT with a manned capsule. Also, how can I set a mission to be completed with a specified PartGoal OR an other specified PartGoal ?

Second, what is the purpose of the "lifetime" mission parameter? When can it be useful?

Thanks !!

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Hi all,

Just 2 quick questions. I'm writing some historical missions for Mission Controller and I'm wondering how to force an unmanned mission. So far I added a Part Goal and specified the probe part name but I want to make a mission that can be completed with ANY probe but NOT with a manned capsule. Also, how can I set a mission to be completed with a specified PartGoal OR an other specified PartGoal ?

Second, what is the purpose of the "lifetime" mission parameter? When can it be useful?

Thanks !!

Use a NorMissionGoal

Meaning that anything within these conditions cannot be true. Its used the same way as SubMissionGoal.

There is an OrMissionGoal to which is like it suggest. This Or This etc.

Lifetime is only for passive missions. Passive missions are a little buggy right now because MCE Time, is a little strange. Its left over code from The Original Plugin that I have not had a chance to Fix yet.

But basically it sets the amount of time the mission will be passive once all goals are complete. A passive mission pays over time, instead of all at once. And if MCE actually monitered time correctly it would work pretty well. But it does not. :(

Also this Link has all the info you need about MissionBuilding. Its mostly up to date. ;)

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I've just starting using this plugin (and it's brilliant). But do I understand it correctly that using the "Recover your vessel" button from flight mode does NOT give you back your 85% (land) or 65% (water) of vessel recycling money? Instead I have to use the button in the Tracking Center? Is this intentional?

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Thank you!

I'll try that.

You can also set all the known manned modules to 0.

like this:

SubMissionGoal

{

description = This mission goal is to enforce unmanned missions.

#Unmanned enforcement

# NovaPunch

# Real Name KSP_Name

# Bootleg Command Module NP_Capsule_Bootleg

# Odin OTV Command Capsule NP_OdinCapsule

# Lunar Excursion Module NP_ThorLEMCapsule

PartGoal

{

partName = NP_Capsule_Bootleg

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = NP_OdinCapsule

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = NP_ThorLEMCapsule

maxPartCount = 0

throttleDown = false

}

# Stock

# PPD-12 Cupola cupola

# Mk1 Lander Can landerCabinSmall

# MK1 Cockpit Mark1Cockpit

# Mk2 Cockpit Mark2Cockpit

# Mk3 Cockpit mark3Cockpit

# Mk1-2 Command Pod Mark1-2Pod

# Command Pod Mk1 mk1pod

# Mk2 Lander-can mk2LanderCabin

# Hitchhiker Can crewCabin

PartGoal

{

partName = cupola

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = landerCabinSmall

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = Mark1Cockpit

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = Mark2Cockpit

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = mark3Cockpit

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = Mark1-2Pod

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = mk1pod

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = mk2LanderCabin

maxPartCount = 0

throttleDown = false

}

PartGoal

{

partName = crewCabin

maxPartCount = 0

throttleDown = false

}

}

Cheers,

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I've just starting using this plugin (and it's brilliant). But do I understand it correctly that using the "Recover your vessel" button from flight mode does NOT give you back your 85% (land) or 65% (water) of vessel recycling money? Instead I have to use the button in the Tracking Center? Is this intentional?

I think you misunderstand what Recover and Revert is. Recover is what you use to recover the vessel and receive recycling (as long as it is researched if in career mode) and Revert is just what is used if you want to go back to VAB if you mess up.. Crash or blow up... Your vessel is returned to VAB like nothing ever happened. It works the same way that The KSP revert does. Only it charges you 1000K for the trouble. Its also the only safe way to keep your KSP save and MCE save in sync. Also note on Revert it has a time limit. This is not a MCE thing its KSP thing. You can only revert as long as you don't Leave the vessel and scene. After this you can no longer revert.

In previous version of MCE there was a Test Mode. where you could Test your Rockets for real cheap.. Almost 95% off list price. But you could do nothing with those vessels. (like missions) When KSP came out with the Revert button, I had to add the MCE version because it caused problems with Save files and doing missions in MCE. And this latest version I decided to scrap Flight Test Mode and Charge for the Revert Instead. Fixed a lot of issues in the process.

When you land your vessel and done with mission. Use Recover. Only use the MCE revert button to go back in time, and save your ship that you might of missed something on, or crashed. Also when you do use Revert your not charged the 1000K until you launch the vessel. So if your on launchpad, and you noticed you missed something (forgot to add parachute lets say) you can safely use MCE revert button for free. MCE knows if your in Preflight or not, and the popup window notifies you whats going on.

Edited by malkuth
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I think you misunderstand what Recover and Revert is. Recover is what you use to recover the vessel and receive recycling (as long as it is researched if in career mode) and Revert is just what is used if you want to go back to VAB if you mess up.. Crash or blow up... Your vessel is returned to VAB like nothing ever happened. It works the same way that The KSP revert does. Only it charges you 1000K for the trouble. Its also the only safe way to keep your KSP save and MCE save in sync. Also note on Revert it has a time limit. This is not a MCE thing its KSP thing. You can only revert as long as you don't Leave the vessel and scene. After this you can no longer revert.

In previous version of MCE there was a Test Mode. where you could Test your Rockets for real cheap.. Almost 95% off list price. But you could do nothing with those vessels. (like missions) When KSP came out with the Revert button, I had to add the MCE version because it caused problems with Save files and doing missions in MCE. And this latest version I decided to scrap Flight Test Mode and Charge for the Revert Instead. Fixed a lot of issues in the process.

When you land your vessel and done with mission. Use Recover. Only use the MCE revert button to go back in time, and save your ship that you might of missed something on, or crashed. Also when you do use Revert your not charged the 1000K until you launch the vessel. So if your on launchpad, and you noticed you missed something (forgot to add parachute lets say) you can safely use MCE revert button for free. MCE knows if your in Preflight or not, and the popup window notifies you whats going on.

Thanks for the explanation! I was actually understanding it correctly (mostly), but I was missing a key detail: You need to research recycling in Career mode to get your recycling money. I'll make sure to do that as soon as I have the research points :).

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Thanks for the explanation! I was actually understanding it correctly (mostly), but I was missing a key detail: You need to research recycling in Career mode to get your recycling money. I'll make sure to do that as soon as I have the research points :).

Yup needs research. There is a bunch of other stuff too, like cheaper ship building and Higher Mission Payouts, and Cheaper Fuels. :) Its all located in the MCE Research Window. If you notice any issues don't be afraid to tell me about them. ;)

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Thank you MedievalNerd,

Now I have an other problem. Even when using small rockets (2 stages) the wobbling on the launch pad is detected by the Mission controller and it gives me an warning message "Launch: requires stationary position" and so even when I launch my rocket the controller doesn't count it as a completed launch goal. I tried with stability enhancere and even with the "welding" mod.

Is there some parameter that I'm missing? Can I Change the sensitivity of the mission controller to the launch steady position?

Thanks!

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First up, thanks for this great mod - I've had KSP for a while and this really does bring the added depth to it by having clearly defined objectives. A couple of quick questions though:

I'm about 5 missions into the mod (about to land on minmus) and heavily in debt due to badly cocked up Mun1 & 1A missions leaving the first probe somewhere in Kerbol orbit and the second stuck in a hugely elliptical kerbin orbit. Unfortunately I wasn't able to use the MCE revert due to saving and leaving the game whilst in kerbin orbit on both (daft I know).

The problem now is that even though I can do the other missions within the reward envelope the amount deducted for loans doesn't seem to bear any resemblance to the cost of the lander - Top of the head figures are something like 20k reward for a 60k mission using a 30k rocket. Obviously this means debt is going to go up & up. Is it possible to edit the % deducted in a config file somewhere? Or should I just keep cracking on the assumption that it'll get profitable later?

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First up, thanks for this great mod - I've had KSP for a while and this really does bring the added depth to it by having clearly defined objectives. A couple of quick questions though:

I'm about 5 missions into the mod (about to land on minmus) and heavily in debt due to badly cocked up Mun1 & 1A missions leaving the first probe somewhere in Kerbol orbit and the second stuck in a hugely elliptical kerbin orbit. Unfortunately I wasn't able to use the MCE revert due to saving and leaving the game whilst in kerbin orbit on both (daft I know).

The problem now is that even though I can do the other missions within the reward envelope the amount deducted for loans doesn't seem to bear any resemblance to the cost of the lander - Top of the head figures are something like 20k reward for a 60k mission using a 30k rocket. Obviously this means debt is going to go up & up. Is it possible to edit the % deducted in a config file somewhere? Or should I just keep cracking on the assumption that it'll get profitable later?

For me, the stock missions are usually not very profitable. I usually end up paying more then what I get as reward.

On the other hand, the random missions are very easy and cheap and have good rewards. Have you tried them?

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First up, thanks for this great mod - I've had KSP for a while and this really does bring the added depth to it by having clearly defined objectives. A couple of quick questions though:

I'm about 5 missions into the mod (about to land on minmus) and heavily in debt due to badly cocked up Mun1 & 1A missions leaving the first probe somewhere in Kerbol orbit and the second stuck in a hugely elliptical kerbin orbit. Unfortunately I wasn't able to use the MCE revert due to saving and leaving the game whilst in kerbin orbit on both (daft I know).

The problem now is that even though I can do the other missions within the reward envelope the amount deducted for loans doesn't seem to bear any resemblance to the cost of the lander - Top of the head figures are something like 20k reward for a 60k mission using a 30k rocket. Obviously this means debt is going to go up & up. Is it possible to edit the % deducted in a config file somewhere? Or should I just keep cracking on the assumption that it'll get profitable later?

Try the random missions. The stock missions as they are called are the Original Authors Mission Pack that came with Original Mission Controller back in .09. I have never done anything to these missions. The Random missions are made for .21 and above of KSP. The very first Random mission is meant for your very first launch in a Career game. It does not pay much, but it is desiegned to stop the Huge ship spam from KSP .22 that everyone would do to get 3000 Research points. After this mission and you can successfully orbit your vessel, in my opinion it becomes easy.

I love reading the Thread on Interstellar Mod and watching people say that the first levels of that mod are useless. Then the responses from the people that know telling them no its not, you have to build your ships different. Well that same moto comes into play with Mission Controller Ext. You have to build your ships different in MCE to make budgets and make mission payouts. And I think this is the hardest hurdle people have to overcome. The difference between building what you want, without cost restrictions is a major Game Changer to Most that Try MCE.. Which is why I get a lot of the This mod sucks you can't make money. (not saying you, but check a few pages back)

But of course if you want you can pretty much change anything you want in Mission Controller by editing the MCsettings.Cfg file in the MCE folder. The file explains everything.

Also with the way I made MCE research tree, you really want to push for cheaper Fuels, Recycling, and Cheaper Building... Changes things a lot for your builds. And finally the higher mission payouts Later in MCE pretty much makes MCE sandbox mode 2. Which is kinda what I wanted, once everything is researched I figured people want to do own custom missions and just launch ships.. Maybe do a few MCE missions, and pay for that Trip To Eeloo.

But its a space program we have to work at getting to that point.

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Thank you MedievalNerd,

Now I have an other problem. Even when using small rockets (2 stages) the wobbling on the launch pad is detected by the Mission controller and it gives me an warning message "Launch: requires stationary position" and so even when I launch my rocket the controller doesn't count it as a completed launch goal. I tried with stability enhancere and even with the "welding" mod.

Is there some parameter that I'm missing? Can I Change the sensitivity of the mission controller to the launch steady position?

Thanks!

I have to be honest with you, I have no idea what this is or what it means. Mission Controller does not have a message like that and will not stop you from launching no matter how wobbly your rockets are (Mods can't stop you from launching Even MCE). If you have to many mods installed you might actually be having that RAM issue, and might have to use the Textrue Reduction mod to fix this issue. I'm pretty sure that KSP itself won't allow you to launch if your rocket is wobbling around on the launchpad.

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