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Test build #12
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Test build #12
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Can show/hide Finished missions and missions with unmet prereqs
Worst problem is that it doesn't work at all. I tried it so many ways just a simple Bool being changed to True.. Nope.. Then I went the hard root copied the DockingGoal almost word for word in every section. Added a flag for Repair.. And even though everything works and the Bool changes to True flag sets to REPAIR.. And Gets Reset back to NOTHING.. The god dam Mission Goal STILL WILL NOT COMPLETE. The way the mission goal copletes is that the player in EVA right clicks the part and selects Repair. Once this is done. The Flag Is Set, and The Bool Is changed to True.. (this all happens in game) But for some reason it will not read is complete the mission goals.. I give up for now.. Wasted way to much time on this today.
Right now in Mission Controller even though RepairGoal Does not work its easy to set up and test.. Just place part on vessel.. Launch and land it on ground. Then right click the part (kerbal inside) and select repair. Future version you will have to be EVA (that part does work but was removed to help test the pain in the ass this has become. The part is just a copied LargeBattery and is located in utilities
… to work.. No go.
Longstanding bug: Jets were counted as NTR and so had x4 cost. Fixed.
I got the missiongoal to be accepted with the GUI Button thats on the Main GUI. But the same method does not work for the Context Menu. So for some reason the context menu and Mission Controller goals don't like each other. I might have to do something else to get this to work correctly.
GUI Button is disabled right now. But the Context menu is setup just like all the other mods now.. Nothing more to add to the code to make them work.. The context menu does work.. It does reach the 2nd part of code to set flag to REPAIR.. (which is part of missioncontrollerEvents) so it is changing that part.. But it stops cold there!! If you use the GUI Button version the whole code is executed and the Mission Is Complete. This is beyond my abilities to figure out at this time.. putting this on hold.. Maybe Nathan can figure it out. (has to be permissions or something)
Makes it more easy to read.. Still does not work though lol.
Yes the goal now works.. My mistake.. And it was such a simple mistake was that i did not use the Static Keyword to make the bool not have to be initialized in a seperate Class... was such a dumb mistake... But I am new to c# so I guess I can let it pass. ;) Repair Goal Now works.. Still has some other stuff I need to work on to make it better.. But it works if you make a manual mission. Future Goals.. Make the goal random and be able to check for vessels with the part already on them and make random missions to that vessel for repair. (the hard part hahaha)
Had to mess around with Undock and Dock some more. Because of the way KSP handles Vessel IDs when docked.. One of the biggest reason that Dock had issues was because sometimes KSP would choose the Wrong Vessel ID to assign to The Docking Vessel... (not all the time). With Undock this problem became a million fold.. With the way KSP saves GoalStatus when you undocked with the new Undock Comman the Vessel that was ID in GoalStatus was always the wrong one.. IE the Space Station. (you can tell this by how you have to always switch to the undocked vessel after undocking).. Caused all kinds of issues. So I came up with a new method.. And it also saves to the GoalStatus.. Instead of saving the vessel Id to the Goal for Dock And Undock I only saved the Mission ID. This way the goal still plants.. And you won't have a forever True Statement with Dock and Undock. The only isssue still not tested is if Dock and Undock can be used with a SubmissionGoal... Still have to test this out.
Some GUI changes Im trying out. Still Work in Progress.
…troller Conflicts: MCEWrapper/MCEWrapper.cs
Fixed: 1. Added hidden goals to mini view, while in mini view goals will hide automatically, which translate to Normal View. If in normal view and select Hide Goal it will translate back to mini View when entered. Applies to optional goals also. 2. Made the custom contract screen much smaller, should help with those with smaller resolution monitors. Added: 1. New Custom Mission Contract addition. you can now select to capture a asteroid in Custom contracts, and select from a current list of subjects. This is a WIP. At this time the custom contract version actually pays a little less than the Random Contract Version. This is to help balance out Custom Contracts Vs Random Contracts. Still pays out well though. But the big payouts are still in Regular Contracts.
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