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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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This is not a bug, If you go to mce settings you can reset mce also to default values.

As for me misleading people, I do this on my spare time and literally have hundreds on hours into making this mod for free, for the cumunity. If something is misleading, it's not my intention. I could spend the time fixing and adding to mce or I could spend the time working on the front page and changing ever single word, when something changes. I choose to mod, when I have time.

I'm not sure how mce working in both career mode and sandbox is misleading. The front page clearly states the change log. And the GitHub page also clearly states most of changes to mce over time.

But thanks for the input.

Edit fixed front page.

Edited by malkuth
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You can easily edit MCSettings.cfg and add any resources and modules that aren't already in, and change prices to whatever is desired.

In fact I kept posting pleas for people to do that (when I first added it to MCE) so more would be supported, but no one ever did (or at least never posted the results)...sad crowdsource-attempting panda.

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This is not a bug, If you go to mce settings you can reset mce also to default values.

Thanks. It's unclear that this is what that meant by 'default values' - that it refers to starting over. I would still call it a bug that a new campaign gets values leftover from a previous one, but it's just a bug with an easy workaround if you know where it is (which I didn't).

As for me misleading people, I do this on my spare time and literally have hundreds on hours into making this mod for free, for the cumunity. If something is misleading, it's not my intention. I could spend the time fixing and adding to mce or I could spend the time working on the front page and changing ever single word, when something changes. I choose to mod, when I have time.

You are operating under the misconception that the word "misleading" must imply deliberate intent. It does not, and it was not my intention to make that implication. Something being accidentally misleading is still misleading.

I'm not sure how mce working in both career mode and sandbox is misleading. The front page clearly states the change log. And the GitHub page also clearly states most of changes to mce over time.

But thanks for the input.

Edit fixed front page.

What was misleading was the claim that it's a mod "for sandbox mode". But you changed the wording, so good.

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Malkuth, I'm up with the launch stabilizers. You can visually see the very top of the rockets swaying a little as you are preparing to launch. Runs into less stable rockets on the ground - the ones that are wicked tall, have a dock somewhere in the chain, or have asparagus staging. Not on all, just on ones that have any movement. I've strutted up most, still run into the same bit of wiggle. Adding SAS on launch, or using MechJeb doesn't appear to change the results with the bit more wobbly rockets.

My assumption is that with the greater wobble, it triggers that it is already moving. Is there a way in the code to remove the check for it being stationary, and just go with it being on or near Kerbin (or any designated body)? I would think that would meet the bill on that side - not into the coding side of mods yet, still working through learning modeling and texturing.

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I still have a problem with the budget/settings not being able to open, I've installed installed a fresh 0.23 kerbal with just mission control ext with mod manager 1.5 and it still wont show anything.

I have the same problem, I also have the UI bar thingy whatever in the middle of the screen and I can't move it, it's really annoying

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I have the same problem, I also have the UI bar thingy whatever in the middle of the screen and I can't move it, it's really annoying

Does your mouse move to the center of the screen when you try to click it by chance? I'm also getting the UI lock-ups.

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Malkuth, I'm up with the launch stabilizers. You can visually see the very top of the rockets swaying a little as you are preparing to launch. Runs into less stable rockets on the ground - the ones that are wicked tall, have a dock somewhere in the chain, or have asparagus staging. Not on all, just on ones that have any movement. I've strutted up most, still run into the same bit of wiggle. Adding SAS on launch, or using MechJeb doesn't appear to change the results with the bit more wobbly rockets.

My assumption is that with the greater wobble, it triggers that it is already moving. Is there a way in the code to remove the check for it being stationary, and just go with it being on or near Kerbin (or any designated body)? I would think that would meet the bill on that side - not into the coding side of mods yet, still working through learning modeling and texturing.

For right now I would suggest if its becoming to annoying to edit the Mission Files and take out the launchGoal part. The mission pack is pretty cool but the way the launchGoal is being used in his mission pack is not in anyway, the way it was meant to be used. LaungGoal is suppose to be used for launching from places that are not the Launhpad. :) There is really little reason to have a launchgoal in the way its being used in bootstrap mission packs.

Also once the launchGoal is complete make sure you do HIDE GOAL as soon as possible. It does help out.

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I have the same problem, I also have the UI bar thingy whatever in the middle of the screen and I can't move it, it's really annoying

Hmmmm its possible the Budget window has been placed off screen. Can you guys try deleting the config.xml in the \Kerbal Space Program\GameData\MissionController\Plugins\PluginData\MissionController directory and see what happens.

Also for the toolbar delete the toolbarsettings.dat located in the GameDataFolder. Also there is an update for ToolBar, and when there is an update ToolBar has an icon that shows up telling you that you have an update that shows everywhere even the mainMenu.

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Does your mouse move to the center of the screen when you try to click it by chance? I'm also getting the UI lock-ups.

the Mouse Moving to the center of the screen is a known Bug that has been in Kerbal Space program forever, usually happens SpaceCenter View. What use to happen a lot before I added a check was if you right clicked any type of window in spacecenter view you window would jump off screen and never come back. But I added a check that does not allow you to Right Mouse click any windows in MCE anymore. But its possible that something else might be causing the windows to jump ship off screen. Just delete the config.xml file to reset all windows in MCE to default values. (will place all windows at the 0,0 mark)

The Toolbar Menu Icons use a different config file. Its called toolbarsettings.dat and is located in gamedata folder. If there is an upgrade for ToolBar Then an icon will show in every screen that says it has an update and if you click it, brings you to the ToolBar Forum Page.

think I will eventually add a Settings option to Delete the file or resett it automatically pretty soon, its on the TODO list.

Edited by malkuth
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I still have a problem with the budget/settings not being able to open, I've installed installed a fresh 0.23 kerbal with just mission control ext with mod manager 1.5 and it still wont show anything.

Delete the Config.xml to reset the MCE windows to default. Its possible the windows have jumped screen and can't be seen anymore. You see all the other windows though? Budget Amount small window? If you don't see any MCE window at all, there is a button on the toolbar icons that has an Arrow Pointing down. This hides the MCE windows. Just in case that was pressed.

I'm going to go mess around with the windows and try to figure out why they are going off screen.

Edit Update: I have tried to in everyway I can think off throw the screens out of View but I can't seem to make them disappear. (I use a pretty high resolution too boot)

The only thing I can think of for you guys to try is if deleting XML file does not work I need to know what KSP is trying to do when you click on the Icon for the window and the only way to do that is for me to see the OutputLog.txt located in \Kerbal Space Program\KSP_Data folder.

Edited by malkuth
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I'm having fun with this mod.

But I do question one thing about the 'game balance' of the stock mission pack, and that's this:

You are not allowed to perform the mission to land a kerbal on the Mun and come back home until after you've performed the mission to put sensors in a polar orbit (I think the first polar orbit mission is called Sputnik IV if I remember correctly, but I could be remembering that wrong). However, to perform the polar orbit sensor mission (which might be called Sputnik IV) you are required to put a Gravioli Detector on your craft. In Career Mode, the Gravioli detector is in a top-tier final "leaf node" of the tech tree. You can't put one on a craft until you've gotten very high up the sensors part of the tree.

So I get "stuck" at that part of the stock game hand have to switch over to the 'random' missions game to make enough money to continue.

I think the order of these two events in the stock progression need to be swapped for game balance:

1 - A mission requiring a Gravioli Detector.

2 - A manned mission to land on the moon and come back.

A Gravioli Detector is a lot higher up the tech tree than the parts you would need for a successful Mun landing and return.

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The stockissions are not really updated to .23 standards. They are only included because they are the original author of mc mission pack. But I kept it in because they still work great for sandbox mode.

I will place a small warning in the pack to suggest this.

Now the random missions pack is made for .23 career mode.

I have added a bunch of new missions too it. And will release them with next update this week.

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I'm having trouble completing the repair mission in random. I EVA wait for the repair timer to run down and re-enter. However once I've landed on Kerbin I don't get the finish mission dialogue because the min altitude goal (70km) is no longer fulfilled. Am I doing something wrong?

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I'm having trouble completing the repair mission in random. I EVA wait for the repair timer to run down and re-enter. However once I've landed on Kerbin I don't get the finish mission dialogue because the min altitude goal (70km) is no longer fulfilled. Am I doing something wrong?

I would check this out but at this point I am redoing the whole Repair Mission, and it would do no good. The whole repair system is going to work different in next version and will be part of the new contracts system. I will have more info on this later. But thinking right now there might be a conflict with the Ship Ids that MCE recoreded for your game and its not accepting the mission as complete. One thing you can do to make sure that old goals don't reset is too make sure you HIDE GOAL when its finished that way its out of the loop.

''t

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Figured I would Update everyone on this weeks plans and the plans for Mission Controller Extended for the Future.

The last 2 updates where part of what I'm calling a major overhaul of MCE. The first 2 updates seemed small but trust me a lot of things are getting changed.

The next update (try to get it this week, working hard on it) I will introduce the new Contracts system.

The basic plan for this system is to act as a Random Mission Generator. The first stage is to introduce the new RepairMission. MCE will do some calculations and every week will make a decision on if a contract should be issued. Contracts are offered by companies (which will be represented by icons and descriptions) and you as the player will be able to make a choice if you want to accept these contracts. The first working contract will be repair missions. MCE is going to check the current FlightGlobals for vessels that contain the Repair Part (again this will be expanded more later) and if it decides a vessel is broken will assign a Contract for repair. (other planed modules are Supply, science, exploration, set up Networks, etc).

Repairs Missions now need a resource called repair parts. You need to bring the repair parts to the vessel, dock and capture the vessel, transfer the Parts to vessel.. Go EVA and go to the Repair Hatch and select Repair. The vessel will consume the repair parts and the vessel will be repaired. You can undock and then go home.

Contracts differ from the regular missions in that they are not always available, and will take advantage of the new planned Reputation system. The higher the rep you have the more you can get payed. Also the Company giving you the contract aslo has some values to them. For instance some companies pay more cash, some science and little rep.. while others pay little cash, good science and some rep.. Etc.. Every Company is different and its a random system that selects which one is sending out the contracts.

Also contracts pay a lot more then the regular missions. But there is a catch. Contracts can fail. Another new feature planned in future is kerbal specialist. you can train your kerbals to be a specialist.. For intance a technician can repair satellites.. And is the perfect candidate to do repair missions.. And he has a 100% success rate for the repair not failing. On the other hand if you send someone that is not a Technician then you only have an 85% chance of the repair being a success. If you fail a mission you take a HUGE rep loss and also lose the contracts Binding Terms. In which case is most likely going to be Contract Payout * Percentage. So for instance if you have a 600,000 Credit contract and its binding Term is .23 % If you fail contract you will have to payout to the company 738,000 Credits.

Also Contracts are one shot deals. If you launch a vessel and explodes (no revert).... You can launch another vessel to try to salvage the situation. But the rep hit for killing kerbal will hurt and if your not sending the right specialist you still have that small chance of failing the Actual Main Goal.

Again you still will always have the regular missions to fall back on if needed. but the contracts system is meant to make MCE more dynamic and life like.

the next part of contracts system is Custom Contracts. That is You make a contract that a company can decide to fund or not for you. Want to build a base on the moon? Right up a contract and see if anyone will fund it for you. If you get funding the company is expecting you to build that base on the moon. And until that happens your contract is open for default. You have unlimited time to do it, unlimited tries (again fails will stick!). And in the end can you do it within the funding amount? the big difference in this system then the other contracts is that you can't really fail it. But you have to finish it before you can make another contract. If you decide you can't and cancel the contract you will pay a fine.. Amount paid * % again.

Now all this is work in progress and might change. But so far its going to happen. And when KSP gets its own version of Money, Rep.. MCE money will be converted to it and so will its Rep System.

I also plan on having some sort of exchange system for Money, Science and Rep. Not sure of the details on this yet though.

Something I failed to mention. Contracts only have 1 Goal.. If its a repair mission then that 1 goal is to repair the vessel.. The company does not care how you get there, or what you do after the case. And as long as you don't say kill kerbals in the process you should be alright. So 1 Goal and only 1 Goal. Unless its a big contract to say drop off 6 Satellites in GeoSynce Orbit.. Then you have 6 Goals... But again... 1 launch, 6 launches.. 105043 launches doesn't matter as long as goal is completed and you don't fail that goal. In the case of a 6 goal mission the binding Terms are going to be based off each goal.

As for the companies.. You as a player can add your own companies. they will be based in a config file and basically the same Node system everything else works on.

{

Company Name =

Company Icon =

Company Funding Money = 50

Company Funding Science = 40

Compnay Funding Rep = 10

Company Description = Say something about me.

}

Contracts will be simular system also. Still have to work out details on that one.

Edited by malkuth
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Hello,

The original author of this mod here :-). I am really glad you continue developing it. Currently I don't have any time to do some developing myself, sadly... Not even the time to play KSP...

Just wanted you to know that I like your changes.

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Yup you need mission controller .43 to fix that problem. Any previous version will have this bug.

If your stuck in a previous version for some reason say KSP .22 and can't update for whatever reason. Then the work around for the bug is to actually go into game navigate the scenes (say go to VAB) exit back out to the Main Menu and you can then enter the settings and or Credits.

I just downloaded MCE and the settings button doesn't work...

Additionally, the budget window was almost out of the screen...

What do I do to quickfix? And how can I help you permafix?

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Hello,

The original author of this mod here :-). I am really glad you continue developing it. Currently I don't have any time to do some developing myself, sadly... Not even the time to play KSP...

Just wanted you to know that I like your changes.

Hi Nobody, :) so glad to hear from you. Anytime you want to come back, be glad to have your input :) Wish you had some time for KSP.

Edited by malkuth
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I just downloaded MCE and the settings button doesn't work...

Additionally, the budget window was almost out of the screen...

What do I do to quickfix? And how can I help you permafix?

Delete the config.xml file. That file holds all the window positions. If you delete it the windows will reset to the 0 position on screen. Delete it out of game. Then load the game back up. If you delete it in game, the same values will be saved again. (since its stored in memory also.

As for positions all windows start in 0 position. (upper left hand corner) you need to move the windows to a place of your liking. The position will be saved for the rest of the time you have MCE installed. Had to do this because the different resolutions will cause anything I prePlace to be in strange places. The safest place is the 0 position.

Edited by malkuth
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Sorry if this has been covered, but is there a way to delete all part requirements for stock missions? I run a lot of mods to so do not have all the stock parts.

yup just delete the PartGoal Try to keep the hashes in place for the other goals though. I will go through these and fix them myself for next update. Hopefully coming soon.

I want to add support for realfuels, and the LifeSupport mods before I upload.. Oh and Intersteller and warp.

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