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About Frylovespi

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  1. I am using the mod Orbital Decay to handle that little problem with too many satellites or debris in orbit. I can't entirely recommend it at this time as its not officially updated or working perfectly right now, but it still does wonders for clearing your orbits of satellites. I have a mostly working version running in my 1.3.1 install and there is a way to run it in 1.4.2 as well if you read its forum thread. And yup this will be a long boring pack. I really expected only 20 people at most to download this mod since its focus is so heavily on history. This isn't a revival of Historical Contracts or Historical Progression. It's really for true history re-enactments and for learning and interacting with the entire history of spaceflight. If time and the license allows, one day I may revive the Historical Progression contract pack but its not my priority, although that pack seems more like what you are looking for and a better fit for the vast majority of stock players. I would much rather focus my attention to RP-0/RP-1 than work on another project. Things like adding part requirements for satellites will be added before V1.0. I have a few contracts that require solar panels but that was just as a test of contract configurator code. I might end up trimming some launch failures but I dunno. I doubt it. This isn't History of Spaceflight light and in the end may just end up trashing the stock version as it may never fit right. Stock is a totally different game than RSS/RP-0. In RP-0 I use historical rockets for each flight from the multitude of parts packs made for launching historical rockets to their historical orbits. I enjoy pushing the rockets to their limits in game the same way as was done in real life. And when engines don't exist in any of the packs I just build my own configs with the proper thrusts and fuels.. etc. I build historical satellites that look, weigh, and usually function the same(if science parts allow). That is why a lot of the contracts have rocket dimensions and all have satellite masses. The ones with dimensions don't exist in any pack and are for the player to recreate in RP-0. So this pack is geared towards the minority I assume of players who like the pure historical aspect of it like I do(or maybe I'm alone here). I also just realized that in stock there is no Range Safety buttons on your probe cores so those destroy probes during flight or just after launch may be difficult. Especially with stock aerodynamics. Can't just do a sharp pitch over and make your rocket disintegrate in the thick atmosphere without FAR installed. Will have to look into that. I like your solution though too with the stayputnik. Very nice. Technically you didn't have to destroy at the launch pad. If you crashed at any point it would have triggered the contract complete. Also the license allows re-mixing as long as you retain the same license in your pack. I am looking for someone to take over the stock side to be perfectly honest as I don't really play stock or really want to play stock and this kind of pack as is really isn't a stock pack and is best played on RP-0 with a heavy mod load. But I have some thinking on how I want the stock side of this mod to proceed. Feedback from others who are playing the stock version would be appreciated too. I don't want to destroy something that someone may be enjoying. It took next to no time to convert it to stock so its no real loss to me.
  2. History is well sometimes a bit boring. Try sitting through a Sedimentology lecture, or 50. Oh man, talk about boring. Sand, sand, and more sand. I recognize that this pack won't always be the most exciting thing in the world at times as it's strictly following history. And honestly those beginning sounding rocket contracts really do play better in RP-0. There was a whole progression to them there. I removed a whole bunch for the stock version and just kept ballistic missile progression because who wants 50 sounding rocket missions in stock? In RP-0 now you have to add payloads to your sounding rockets and reach certain altitudes. That doesn't exist in stock. Early RP-0 play can rely heavily on the extra biome science and fund grind. The whole pack play differently with RSS/RP-0 and especially with Kerbal Construction Time as well. Then it becomes a race against the clock to see if you can launch your rockets at the same pace as history. You will find you have to end up rushing builds and then that cuts into your profits. But I am definitely considering just dropping most of the early ballistic and go quickly to the orbitals. Maybe just leave 2 Germany launches, 1 SRBM, 1 MRBM, and 1 ICBM each for USA and Soviets. My original intent was to leave them out except for around 5 or so but someone requested that they stay in. He was fine with all 50 but I trimmed it to 18. Still too much I think. I skipped through them on my stock playthrough that I started. So I definitely know what you are saying. If I do chop them it will be in the next release in a day or two. They really just don't play well in stock. Thanks for the feedback. It definitely confirmed my suspicions about those missions on my first time through. I don't really play much stock these days anymore. This mod was intended to be for RSS/RP-0 only but someone asked for stock so I ported it over a few days. I am sure the stock version will need a lot of tweaking and balancing so any suggestions are appreciated and will be considered as long as they aren't history breaking. And i do usually work on both stock and RP-0 versions pretty much daily. edit: trimmed down version avail by downloading my main GitHub page
  3. @FrancoisH According to your log you have 2 copies of ContractPacks in your filepath. It is installed incorrectly. you have it in: GameData/ContractPacks/ContractPacks/HistoryofSpaceflight instead of GameData/ContractPacks/HistoryofSpaceflight Moving it into the correct folder will fix your problem. Easy mistake to make. Almost didn't notice it. Was about to post that everything looks fine.
  4. No sorry, 3 versions of this one will be enough for me(Stock/RP-0/RP-1). Too much work to do on this one. Still have around 5000 contracts to add! More if I add cubesats. This is only 10% or so complete. Ironing out balance and bugs before adding any more into the mix.
  5. No Problem! I can't give any guarantees on the safety of your save file or if my contracts will all work properly with that bug. As a general rule you should use caution with mods and backup your save files often.
  6. Not you sorry was referring to the other poster for the log. I can't help your problem with Kerbalism. This is to fix icons not showing up. Read my reply a few post up explaining your issue.
  7. @FrancoisH I'll need a copy of your KSP.log file from your KSP main install folder to see where its trying to load the icons from. Re-installing contract configurator probably won't help here. Alternately you can look in your log and see if yours looks like this. [LOG 12:44:23.610] Load(Texture): ContractConfigurator/ui/eva_space_female [LOG 12:44:23.612] Load(Texture): ContractConfigurator/ui/eva_space_male [LOG 12:44:23.613] Load(Texture): ContractConfigurator/ui/iva_female [LOG 12:44:23.615] Load(Texture): ContractConfigurator/ui/iva_male [LOG 12:44:23.617] Load(Texture): ContractConfigurator/ui/MissionControl [LOG 12:44:23.619] Load(Texture): ContractConfigurator/ui/TrackingStation [LOG 12:44:23.666] Load(Texture): ContractPacks/HistoryofSpaceflight/Logo/ASILogo [LOG 12:44:23.670] Load(Texture): ContractPacks/HistoryofSpaceflight/Logo/ASILogo_Scaled ...
  8. That's a problem between Kerbalism and Contract Configurator caused by a MM-Patch to make contracts work in Kerbalism. My understanding is Kerbalism doesn't play well with any contract pack that uses the contractType variable right now and will have to be fixed by someone else. Last I read a few days ago was that someone was looking into it. Until then do not use this contract pack with Kerbalism installed or you will get errors. Sorry that doesn't really fix your problem for now and hopefully they get that sorted soon.
  9. I also tried it late on Sunday in an RSS build with 150+ mods. Seems to be working fine and craft are decaying back to Earth on their own like they are supposed to do. And, no orbits are being messed up. I do sometimes see the orbits flicker for a millisecond and appear to move but then go right back to where they should be. Still testing but working fine after 30 or so launches. I didn't think anyone was going to get this mod fixed. @Starwaster you are brilliant. Can't thank you enough.
  10. I've been playing around for about 30 mins here and the only way I can reproduce that bug is if the pack is installed incorrectly. Quadruple check that the HistoryofSpaceflight folder is in the GameData/ContractPacks folder. If its anywhere else the contracts will still load but the icons will not. I made no changes to the icons or the config file that controls it since the release and I really can't reproduce it any other way. Check your folders. I have accidentally had two installs of mods before but inside of another mods folder. That one took 4 hours to figure out. If that doesn't help then you will have to send me your logs so I can double check them.
  11. I think he means the Russian modules of the ISS
  12. I would also like to point out. Expect some bugs. There are a lot of contracts. If you find one just report it and it will hopefully be sorted quick. I'm usually around pretty much all day. I make a lot of small typo mistakes on account of the strong pain medication I have to take. Either post in the forum or create a new issue on the GitHub Issues page. I will try to fix the problem as soon as I see it. I also don't really play all that much stock anymore so that is where most bugs are going to be. In the future I'll make sure that the contracts actually load in stock before releasing. I usually just load RSS and port them over and assume that they will load. That isn't always the case it seems. I will be more diligent in the future concerning stock releases. Thanks again for finding that bug and pointing it out for me to fix.
  13. Its working in mine now. I put up the wrong download. It still had an extra DunaMission in the cfg. So re-download the now fixed link from github. This also introduced a new bug in a 1964 mission ESRS that i am working on fixing. It was supposed to be in the next release but i forgot to remove it so the 1964 bug will be fixed tonight. Don't report it it's known. Edit. ESRS mission is also fixed. It didn't like my description so I had to rewrite it. Its included in the latest patch from github, spacedock, and curse.
  14. I see the problem. I changed "MarsMission" to DunaMission in the historyofspaceflight.cfg for the stock version. Must have had the file open when i was batch converting mars to duna. Pushing a fix to github now. I will add anothr hotfix release right away. Thanks for noticing it. It wasn't replicated in my RSS version and that's the version I have been using most over the last few days.
  15. No, unfortunately contracts pack will not ever work with science mode. Mission Control building is disabled by default in science mode as per Squad settings. And this mod is a supplement and not meant to replace doing experiments. And I think you are playing with an old version. I had updated Sputnik-1 to 10 science and Sputnik-3 to 15 a few days ago. I also just went through the pre-sputnik missions and realized that I was rewarding the science for the RP-0 version instead. So I increased the science rewards and the next release will reflect that. Once complete this contract pack will contain over 8000 contracts. But, if each contract awards 5 science(launch failures award less) then you would have 40,000 science just from doing contracts. And as per history Sputnik-1 didn't contain any experiments on board. All the science gained was deduced by watching it from the ground and tracking it. Sputnik-3(Object-D), which was the first space laboratory, was supposed to be the first satellite in space by the Soviet Union but they had to fast track Sputnik-1 to beat the USA so they went with the simple satellite.