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Everything posted by BudgetHedgehog
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I'm going to have to disagree with you there, they're pretty much useless. See my list for reasons why. Yeah, they're almost Shuttle shaped but as I said, the only fuel tank doesn't hold oxidiser so you need secondary tanks to make it space-worthy. And if we're being pedantic, the Shuttle didn't contain any fuel for it's engines at all, only hypergolic stuff for its OMS - it was pretty much just a big cargo bay. As there are no cargo bay parts in stock (or even mods, I don't think), I honestly can't see why these would be used for 'Shuttle' based missions. You're just carting up either a buttload of useless fuel or an empty fuel tank. And you can make Shuttles with any parts, who said you MUST use the Mk3 parts? I'd make one with the Mk1-2 pod or the Near Future pod if I could make Shuttles at all, there's a much wider variety of things to put behind it instead of just one fuel tank.
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What do you want to see in 0.25?
BudgetHedgehog replied to Sun's topic in KSP1 Suggestions & Development Discussion
No, I just see this kind of question so many times. What should Squad work on in the next update, what should be in 0.24/0.25, what should be included next... Everyone suggests cool ideas or some mod to be integrated and it doesn't happen. I don't hold out much hope for this thread either. -
[0.23] Stockalike parts for useful esthetics
BudgetHedgehog replied to TurboNisu's topic in KSP1 Mod Releases
Why do you need them on Curse? There's a working download link (Mediafire) in the OP. Look, I'll even quote it here for you: Also, as long as the license is sound (it is), Curse would have no right to take it down. -
What do you want to see in 0.25?
BudgetHedgehog replied to Sun's topic in KSP1 Suggestions & Development Discussion
Ohlookitsthisquestionagain.jpg (EDIT: Also, how in Kods name are you going to be able to see Gilly before being able to see Jool?!) -
I've said it before, I'll say it again: the Mk3 series would be better off scrapped completely and started again as a different line of parts/shape/idea. These are my reasons I currently find them useless: They are the most Shuttle shaped things, but the only fuel tank just holds liquid fuel so it's useless in space The CoM is too low The attach node is too low because The only other parts that attach neatly to the cockpit are the fuel tank and the Mk2-3 adapter If cargo bays were to ever become stock, you can't fit 2m parts in there (on the other hand, 1m parts would fit ok though, but on the other other hand, they also fit in the Mk2 shape, albeit with little room to spare) There's no way to fit anything on the back end that still looks ok and that isn't the adapter It has the most bizarre outline/silhouette The IVA is worse than awful Yes, the textures are also awful, but not as egregious as the above points.
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TAC containers by R.R. Dynamics Inc.
BudgetHedgehog replied to Sentmassen's topic in KSP1 Mod Releases
As I understand it, you can set custom scales for TS to use by doing something like this SCALETYPE { name = MyMod freeScale = false massFactors = 0.0, 0.0, 1.0 scaleFactors = 0.5, 1.0, 2.0 scalenames = Small, Medium, Large defaultScale = 1.0 } then this MODULE { name = TweakScale type = MyMod } You might want to ask Biotronic for help rescaling to something like 1.56 or whatever's needed, I'm sure he'd be glad to help. -
3 parts away from stock Space Shuttles
BudgetHedgehog replied to MKI's topic in KSP1 Suggestions & Development Discussion
I believe it was Max who said in a Squadcast that Hugo is working on the plane parts. Granted, there might not be any NEW parts, but so far, all devnotes have pointed towards Hugo working on the existing Mk- series parts. -
You don't need to replace the engine, just save this as a cfg somewhere in Gamedata: @PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]] { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } }
- 14,073 replies
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- aerodynamics
- ferram aerospace research
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I hate to be a pain, but would there be a way to turn it off? The whole reason I turn the GUI off is to get rid of text and well, GUI elements. I'm trying to think of hotkeys that aren't assigned, but all I can think of is F3 maybe? F4 toggles the ship markers in the GUI and F5 is quicksave.. come to think of it, apart from F1, F2, F4, F5 and F9, those are all free - would it be possible to bind the plnet tags to one of those? Or have the otherwise nonfunctional toolbar button work in flight to toggle them on or off?
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They look to be retractable engines, but the mod you're after is Bahamuto Dynamics Retractable Engines.
- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Speaking from experience... do you have the Infernal Robotics plugin installed? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
BudgetHedgehog replied to TaranisElsu's topic in KSP1 Mod Releases
Thank you both, that answered my question -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
BudgetHedgehog replied to TaranisElsu's topic in KSP1 Mod Releases
Good stuff - I have no current missions (that I care about...), so I shall grab these and tentatively update. You mention that they now consume litres, rather than 1 unit per day - is there a list of how many litres 1 kerbal consumes per game day? The only mention is 304 units of oxygen per 24 hours (76 per 6 hours) - is it the same for food and water too? -
And alcoholics aren't addicted to alc
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If we're being technical, a Kerbaholic would be addicted to Kerbahol.. Here's a funny thing though - I'm not addicted to KSP. When I'm not playing it, I think about what I could be doing in it and have loads of cool ideas but when I boot it up, I just think 'ehh.. this isn't working.." or " this is taking too long" or whatever. I rarely actually play it, and when I do, its usually only for bug testing or mod beta tests etc.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
He means EVE as in Environmental Visual Enhancements. @tomllama - check you have both the city lights dll and textures installed. If not, redownload and try again. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
"Ok, well, here's the asteroid.. it has a lump there.. hmm, it's pretty far away from anything.. I wonder how big it is.. uhh... well, nothing more to do here I guess, back I go" Name one useful thing you can do while looking at an asteroid. -
I've only ever known it implemented to stop useless posts like 'lol' and 'ok' which doesn't work because as you said, people just say 'ok. 10 chars.' anyway. And sometimes, no more than 10 characters is needed. Someone asks a question ("Am I right in thinking this is how I do this thing?"), and the reply "yes" is every bit as useful as "yes, that is correct". I'm not fond of character limits.
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It's been brought up before and this is the answer: I know that this happens when the plugin failed to load so hard that it can't even tell you why exactly. (Which it usually does, loudly, when it didn't fail that hard.) I also know that in every case that I have investigated so far, it turned out to be an installation error, which is why I usually stay quiet, since to tell you where it is exactly requires puzzling through megabytes worth of KSP_Data/output_log.txt and there's only so many times I can do that before it gets old. EDIT: Also, why is your sun_flare.tex.dds in that folder? Just a back up, I assume?
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Eh, it's enough to work at a glance and I usually just write "10 chars" not whole sentences
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Yay! I was wondering what was going wrong.. now my way of writing 10 characters when less than 10 is needed is back!