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About Creat

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    Spacecraft Engineer
  1. I have a bit of feedback for the placement of the parts in the tech-tree. The stock tanks were moved around quite a bit, so the KW-tanks now provide much more fuel than the stock tanks from the same nodes, especially for 1.25m parts. Generally, part placement seems to be as it was in the old tech tree (pre-1.0), not adjusted for the overhauled version. The first node that unlocks any LF/O tank (Basic rocketry) only gives the stock FL-T100 (45/55 units), but includes SA-05 and both SA-1 tanks (up to 108/132 units). The stock 1.25m decoupler is unlocked with Engineering 101, but the KW-equivalen
  2. @DMFirmy: Sorry that I kinda disappeared after specifically asking you to put up the sources. Unfortunately I had a suprising and very inconvenient stay at the hospital for a couple of days (nothing serious, as it turns out though). So I might get around to looking at them tomorrow or (more likely) on the weekend, just wanted to let you know that I haven't actually just vanished
  3. Well, I'm glad you're taking charge of this, and I'll gladly offer to help/collaborate, if you want. There is of course GIT/GitHub integration for VS, which means you can use it more or less the same as TFS. Fortunately the license is rather permissive, so just taking over while the original author isn't around is no problem at all. He hasn't posted anything since august '14, where the last commit to the GHud repository was in July. As for what changes I've made to the code, they're actually rather minor (added 42 and deleted 22 lines or so), but as I said the performance implications were qui
  4. As far as I can tell the contracts that have "autoaccept = true" don't seem to count toward your max. active contracts counts. So that's a plus. More relevantly though, I know that contract was accepted for me as I has it in my active contract list (see screenshot in my other thread), so that part had worked. I assume something went wrong with the completion trigger somehow, since the quicksave and (later) reload just caused it to vanish. I'd presume it was in some sort of intermediate state, not that I have any idea what specifically might have caused it or what made it "intermediate". I'd as
  5. For at least one of my attempts I was outside of the atmosphere, it still didn't complete. At the time I wasn't much over the required speed, but I was over (both for Orbit and for Surface readings). I wasn't much outside of the atmo either, but still outside (71 km or so). So after that try I basically gave up and reentered (where I took the screenshot), and I went over by a whole lot and it still didn't complete. It was just confusing, but this whole thing makes it much more unlikely that it has anything to do with ContractsWindow+, which is the only mod I use that has anything to do with co
  6. Thanks you very much for stepping in while BGog42 is away. I also had a quick look, but couldn't get it to run immediately and didn't have the time to check why... I had previously migrated the code from using update(), which is called on every frame, to a coroutine, which is called in much slower intervals and (mostly) prevented some severe stutters for me. Basically, we don't need the small LCD to refresh on every real frame, a much slower rate is perfectly fine. Please note that I didn't update the tests in the project, but that should be quite trivial as well. If you want to read about why
  7. The specific ones I wanted in a mission were two surveys I wanted to do together (so not the achievement-style auto-added contracts from the beginning). I added them in the SPH, clicked launch, and they were already un-assigned again. Later the same with the VAB. Then I'd assign them (just before launch, but on the pad/runway), fly/test some things and (eventually) I might revert, and they'd be gone from the category once again. I added them often, and they were gone on basically every scene change. For some reason, it hasn't happened in a while though. Maybe those contracts were just 'special
  8. While doing an early orbital mission in my new career game, somehow the "Speed Record"-contract for 2500 m/s vanished. I did reload a quicksave (or two) during the mission, but otherwise it was nothing special. I surely didn't cancel it, it was just suddenly gone after loading a quicksave. I even have a screenshot of me going faster than the required speed, with the goal not completed. The screenshot was taken (relatively deep) in atmo, but I also reached a high enough speed outside / in space. Also note that it's a prograde orbit, so the displayed "surface" velocity is lower than the orbial v
  9. I've only just discovered this mod (very helpful btw!), but for me the "Mission Lists" are not persistent. I assume this isn't intentional? I can add missions to lists as I desire, but every scene change resets all lists to be empty (though the lists themselves persist). So if I add the missions I want to do to a list in the VAB or SPH, I have to re-add them once I actually launch. If I have to abort/revert to change the craft, I have to add them again. I'm on version 5.0 (installed via CKAN), obviously with KSP 1.0. Edit: one thing I wanted to add is that I find it somewhat confusing that the
  10. The .version file has the wrong information (still says which makes AVC complain that it isn't up to date. Otherwise it seems to work perfectly fine!
  11. Why? Since this pack has been reworked it requires very little memory (~250 MB or something?) compared to it's size, part count and even previous versions. Whatever other mods/packs you are using that cumulatively put you over the memory limit for 32 bit, you're much more likely to get more mileage out of texture-reducing the others as they are probably bigger (or you wouldn't be over the limit). You could also just use the 64 bit version (if you have enough physical RAM), it works reasonably well with few exceptions (there are some, but very few, plugins that won't work with it).
  12. If I manage to play a little later today or tomorrow, I'll install it to have a look at that, thank you
  13. With stock engines that shouldn't be a problem, but if you're using KW Rocketry, those now have a spool-up-time, similar to jets. So for those it's often necessary to do this. I usually readjust the staging to check my Delta-V, and then switch the clamps back to the second stage for the actual launch. It's a bit tedious though, so I'm also looking forward to a fix
  14. Yes, multiple entries of RT2 options in the context menu are basically always just multiple modulemanager dlls. Just search your GameData, you should only ever have exactly one (preferably the newest, 2.2.0 I think).
  15. From what I understand, KER handles KW boosters correctly (since rather recently though, check the thread). So either head over to the MJ thread and ask them to handle them correctly (I'm sure these are not the only ones using non-zero-minthrust), or just come over to KER Well, I don't know if it's recommended as such, I've also used the fairings just for pretty lookin' rockets before I've ever used either, but they do work correctly with both if that's what you're asking. FAR and NEAR detect objects as shielded when inside a KW-fairing and act accordingly.
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