Jump to content

HadToBeMordin

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by HadToBeMordin

  1. Works great for my test install, no more lag. Thank you for the quick solution!
  2. I have a problem that seems to be related to Contract Configurator. Whenever I'm in a scene where time actually passes (KSC view, Tracking Station, Flying) but not during assembly in the VAB/SPH, I get tiny framerate freezes every 5-20s, on average. I usually play a heavily modded install and just spent about 5 hours isolating the problem to Contract Configurator. Mods installed in test install: Contract Configurator v1.2.6 Contract Pack: Field Research v1.0.3 Contract Pack: Kerbin Space Station v.2.1.1 Contract Pack: RemoteTech v1.1.4 Contract Pack: SCANSat Lite v1.1 Module Manager v2.6.5 RemoteTech v1.6.5 SCANSat v12.1 I've only observed this happening in career mode, definitely not sandbox, which makes sense as there are no contracts. Does the time interval coincide with an internal update frequency or something? Has anybody else ever had this problem? Thanks for the great work, nightingale!
  3. You could try out keepfit, it does have a crew roster of available and assigned crew along with their profession, but I believe it does not include the level. Maybe it's a place to start, though.
  4. Are you planning to add Mulch capability for USI Life Support to the waste wedge in the future? As far as I understand it, that's basically the equivalent to recyclable TAC waste, hope I'm not wrong there. Also, good find on the broken CTT integration with the EVAx. Came here to report the same thing. You can also solve it by just deleting it completely as the part is already defined in advExploration anyway. Because these parts are defined without dependencies, meaning you get them automatically when you install Universal Storage. However, you can use the oxygen, hydrogen and water in the resource converters (Alkaline Fuel Cell, etc.), I suppose that's why they're in there. Been wondering about the oxygen on the EVAx too, though.
  5. I have been familiarizing with the CTT a lot and have been working on an (attempted) CTT balancing config for the past week or so. Not trying to move too much stuff around from where the individual mods' creators slotted their parts into the tree, but adressing issues like the one you brought up with stock and mod parts (Karbonite isn't on my list as of yet, but thanks for bringing it up, I'll add the parts to the graph as well). If there is interest, I'll create a thread to share my attempts once I'm reasonably confident I have everything worked out the way I like. However, one thing I've noticed during the process is that it's actually much easier than you'd expect to tweak the tech tree for yourself, if you so desire. All you need is the code outlined by Nertea in the OP and the part name you'd like to reassign, and Module Manager will do the rest for you.
  6. I think the problem is the Tier numbering. The gliffy starts with Tier 0 (as in Nertea's original design), you probably assume "Start" to be in Tier 1? As far as I can tell, everything is there. Heavy Command Modules is the last one in my KSP Tech Tree with CTT installed and also the last one in the graphic.
  7. As promised, here is the revised version of the CTT 2.1 gliffy with all Stock parts plus (color-coded) those from the supported mods, which to my knowledge currently are: Near Future Technologies (Construction, Props, Solar, Spacecraft Parts) [*=left]Stockalike Station Parts Expansion [*=left]Cryogenic Engines [*=left]KSP Interstellar Extended [*=left]USI Colonization Systems (OKS/MKS) [*=left]USI Exploration Pack [*=left]USI Life Support [*=left]USI Survival Pack USI Freight Transport Technologies (CTT config file in v0.4.1 manually fixed) If you find the graphical representation useful, feel free to use it in the OP of the thread, as previously stated. Apologies if I missed/misspelled/mixed up any part/mod. If so, please let me know and I'll correct the drawing. Here are the links: Gliffy - http://www.gliffy.com/go/publish/8194575 PNG - http://www.gliffy.com/go/publish/image/8194575/L.png
  8. Just a quick heads-up: The CTT-integration seems to be broken. Replacing NEEDS[CommunityTechTree,TechManager] with NEEDS[CommunityTechTree] in CTT.cfg seems to fix the problem for me. Apologies if this was already reported and I missed it.
  9. Hi all, been a passive watcher for several months and had a lot of fun with the CTT so far. Since I had some ideas for editing the nodes for several stock parts for my personal install (e.g. Why is the Launch Escape System located in the "Landing" node - usually launch escape systems have little to do with what I would refer to as landing and the CTT offers so many new, better fits for that particular part), I've updated the gliffy of CTT v2.1 based on Nertea's file and resized it to include all stock parts (or so I hope, at least). Quick by the way question: Is this something you CTT curators might be open to discussing, or is your philosophy to leave stock exactly as-is and only provide a platform for mods to be sorted into the tree? Planning to improve on it in the future and add modded parts to a certain extent (unfortunately there are some size limits to Gliffy) but for now, if you find it useful, please feel free to include it in the OP. Here's the link to the gliffy (takes quite a while to load): http://www.gliffy.com/go/publish/8187009 Here's the tree as a .png image: http://www.gliffy.com/go/publish/image/8187009/L.png Thanks for all the great work, Nertea and team!
×
×
  • Create New...