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  1. It probably will succeed. That said, I don't currently intend to buy it because of what I've read about how Take Two treated Star Theory. I've been in IT for nearly 40 years now and have seen far too many shenanigans in the corporate world for my liking. I'm going to do everything I can to not participate in that. Of course, we haven't heard the whole story yet, so maybe some news will come out to change my mind, but as of right now, it sounds like Take Two decided they didn't want to pay the royalties in their contract with Star Theory, so they pulled the project and then tried to recruit Star Theory's entire staff in one day. Covid-19 came along and removed Star Theory's prospects of pitching another game, forcing the staff who hadn't already gone to Take Two to go or seek other opportunities. I'm not going to materially participate in Take Two's destruction of an indie studio. Danny
  2. Does anyone know if there is a way to detect mods that are not being used? Alternatively, is there a way to detect which mods are being used in a particular save file? Also of use would be a tool to enable/disable mods in-game, if such a thing exists... Thanks, Crash
  3. Brilliant! Can't wait to be able to use it! (I'm on 1.7)
  4. As many have said before, life without MechJeb would not be nearly so nice, so thanks @Sarbian for maintaining this mod... I do have a couple requests if you're in for that sort of thing: 1 - Could there be an indicator on the maneuver planner window to show if MechJeb is currently executing the next maneuver node or all maneuver nodes? 2 - When MechJeb is executing the current maneuver node and it encounters another maneuver node that begins before the currently executing node ends, it appears that the remainder of the first burn is lost or the burn is marked completed and MechJeb moves directly into executing the second node. Would it be possible to modify this behavior so that if a second node is encountered before the first is completed, MJ would continue executing the first to completion or possibly even combine the two maneuvers? Thanks, Danny
  5. This mod is awesome, BTW... even if it feels a little cheaty... Then again having each hire cost progressively more than the last also felt wrong - just in the opposite way... I do have one suggestion... When the bulk hire selector is used and we get price breaks, the way the price breaks are set up causes it to be cheaper to hire 10 Kerbals at a 30% discount than to hire 9 at a 15% discount and that feels a little more unrealistic than having little green men running around a planet that's dedicated only to having a space program that mimics the US space program of the 20th century... I know there are some config options that could deal with this to some degree already, but my suggestion is to put a few more steps into the hiring discounts. Then have each discount applied only to the number of recruits at that step... For Example, suppose we have 5 steps: 1-2=0, 3-4=5, 5-6=10, 7-8=15, and 9-10=20. Further suppose that the base price is 100k. To hire 10 victims er recruits would cost 2*(100+95+90+85+80)=1.8M. Danny
  6. So after a little tweaking with memgraph, I decided to poke around in the settings.cfg file and discovered that if I set "applyPadding = true", then I get the padding during startup, which decreases my load time significantly! This thing is awesome! @Warezcrawler I would be very interested to learn about how you have gained performance by changing and recompiling mods, or how you've identified which ones have the biggest performance hit, or even what some of the biggest performance hits were, if you'd be willing to share any of that. Thanks! Danny
  7. Clearly I'm very late to this party, but DUDE! This heap padding feature changes EVERYTHING! Without it my red bars were spaced a millimeter apart or so and my game was frequently dragging down to 3fps and even lagging out and crashing. Once I hit Mod-End (alt-end for me) my red bard went to about half an inch apart and it is playable even with my 95ish mods... AWESOME!!! Just totally AWESOME!!! I hope Squad hires you to clean up performance in future versions!! Thanks, Danny! P.S. Here's a pic... the right quarter of the screen show the difference that this mod is making for me!
  8. Yes I use TweakScale. Thanks - removing TweakScale.cfg fixed the issue. Danny
  9. I updated my save file for the SSP Mk2, but am getting errors about ChopShop.SSP1 (which was already there). Did the name of this part also get changed? Thanks, Danny
  10. No; My "ire" (more like mild irritation) is due to having my report largely ignored while being dismissed as "hacking" the contract pack or "gaming" the system. Both sound a lot like "cheating". Had someone informed me initially that this was a CC bug, I probably would not have been so irritated. However, I do have the latest CC according to the forum thread (1.23.1) and the bug still seems to be alive and well, but it's really pretty unimportant.
  11. Also, I would propose that if your intent is to make these contracts one-time, that you should add that condition, which exists in the contract system (see tourism plus, kick off mission for example) rather than relying on what is clearly a bug to enforce your idea of proper gameplay.
  12. Ok, so just for arguments sake, say I de-orbit my Skylab station to make room for my new ISS? Seems like the same situation would apply, right? And what about the rapidly appearing/disappearing medical emergency, power module replacement, mission specialist, etc. missions? surely it can't be by design that these contracts appear for less time than it takes to click on the accept button? Danny
  13. Thanks @severedsolo for the mod and @LemonSkin for taking over support! I have a little problem I've been having with this pack for some time and was wondering if maybe you could help. I will typically pick up as many contracts as I can and try to complete them with as few flights as possible, which means when I see contracts up to launch the Kerbin Space Station, the Mun Space Station, the Minmus Space Station, the Duna Space Station, and the Ike Space Station all offered at the same time, I grab them all and launch one station that satisfies all requirements. I put it in orbit at Kerbin, complete that contract, refuel as needed and then send the same station to the Mun. Wash, rinse, repeat until one station has fulfilled 5 contracts. Smart, right? Well anyhow, for a while now it seems like the mod has been outsmarting me. After I get my station moved to its new home, I seldom see the mission to launch the Kerbin Space Station again, and when I do it becomes unavailable before I can move my mouse to the button to accept. This seems to be the case with the medical emergency and mission specialist missions too. Any ideas how I can correct this behavior? Thanks Danny
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