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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. The simplest way would be to rename the RR parts from their default. Like, change HexcanOxygen to RRHexcanOxygen or something. The existing crafts will keep their parts intact until you terminate them. In the meantime, you'll have both current hexcans and these new ones. That said, I'm not entirely sure why ModuleManager is needed here as there's no file it could use. It could be to change the name of parts but seeing as they're both called the same thing, I'm not sure how MM could differentiate between the two.
  2. Ah then yes, it's different - I believe the Mac equivalent is located by opening the Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log.
  3. Meh, keeps the forum clean and readable by everyone. Yeah, kids nowadays might use such words in a daily basis, but at least the mods can say they didn't learn those words from here. Also, I just think it's nicer to read without swear words all over the place. Though I'm totally in favour of PG replacements: drat, chuffing, scoundrel etc...
  4. I don't know where the CoM and CoL are in relation to each other, just adding a canard could bring the CoL forward too much, possibly to the point of instability, which is why I suggested moving the wings back to compensate.
  5. Haha, yeah I know the feeling. I'm no programmer but I meet that phrase often in my life I didn't know that about ship lifetime, you taught me something today. But it does sound a bit more convoluted than 'disallow jump if the ship the alarm is for is an asteroid', so you're welcome, I guess?
  6. To be fair though, that's more the fault of those ridiculous B9 engines. What I would do is a combination of both - move the wings (and gears) back and add canards on the front to help lift the nose up and bring the CoL forward to wherever it is now. Or just use the longer B9 gears on the nose instead?
  7. Surely you could just use something like 'if the ship is one part and it's a Potatoroid, disallow ship jump' or something? Because restricting by object lifetime could have consequences for newly launched ships (click 'launch' from the VAB, immediately upon load, switch to another. The first ship is mere seconds old so would you still be able to jump to it?).
  8. I could be wrong but I think the gear under the tail are too far back (none of the angles show them clearly enough. The closest I can see them is this one where it looks like the large majority of your elevons are in front of them). The elevons deflect the air, but the pivot for your plane is behind them so all they're doing is pushing the plane into the ground. If the gear absolutely need to be there, consider putting RCS thrusters underneath the nose pointing downwards, as Kerba Fett said.
  9. So I got reminded today about something I keep meaning to ask: is there a point to the staging icon? There's nothing on the capsule (or in its cfg) that can be staged, it's just.. there. If there is indeed no point to it, I'm going to go ahead an comment out that line in the cfg. The staging list in stock needs a total rework anyway, no sense in cluttering it up.
  10. Regarding TweakScale: anyone is more than welcome to base it off the one I made for TACLS here.. It should be a simple case of replacing the part names. EDIT: Huh, well, they all have the same name, so no part name changing is required, my cfg will work fine. However, like with the normal containers, you'll need to delete the Large and Small versions of all because the TweakScaled ones replace them. EDIT2, That said, due to the nature of OPs parts, you'll only end up with one style of radially attached container. If you're ok with that, delete the small and large version of them. If not, delete the Hexcan section from my cfg. If you want both, just delete the Large version of them. Entirely up to the user.
  11. Well, yes as in it's what happens because the pages are written that way, but the pages are written incorrectly so result in the problem you found. The fix for it is outlined here: You'd need to change the SmartASS section to match as well as it suffers the same problem. EDIT: Found it: I hope this little bug is on Hyomotos To Fix list for the next update
  12. Or, in case the launcher doesn't work (opens KSP as background process etc), set up a shortcut to point to your KSP.exe with -popwindow appended to the end of the target location. For reference, this is mine: "H:\Games and software\Kerbal Space Program (235)\KSP.exe" -popupwindow But obviously you'd have to change the location to match your own installation, like for Steam it'd be "H:\SteamLibrary\SteamApps\common\Kerbal Space Program\KSP.exe" -popupwindow
  13. Yeah, no. Despite what you might think, even in the real world, if American astronauts landed in Russia or Africa by accident, it's unlikely they'd be held hostage until America does something for them. Everyone works together for the betterment of humanity (or kerbality in this case) and to increase understanding of the universe. To make it otherwise for no real reason doesn't make a lick of sense to me.
  14. Not any more - lo-fi removed the github repo to avoid everyone and their mums downloading a pre-alpha mod and posting bug reports that wouldn't be helpful.
  15. Sure, let me know when NASA hires you for being so great at docking. Oh wait, never mind.
  16. - Said one guy. Also, you might like to read this: I don't know about you, but the official About page makes no mention of a simulation, Earth or otherwise. Apart from the "Fully-fledged, Physics-based Flight Simulation" which, you'll notice, has literally nothing to do with Earth docking (it means the orbital physics are realistic). Earth docking is done slowly to avoid crashes and allow margin of errors. If you bump into the ISS at 1m/s IRL, things go very badly very quickly. If you bump into your station in KSP at 1m/s, you just rotate it a bit. Literally nothing else happens. Why would you want to dock slower when there's no consequences for slight misalignment? And I'm still mad and I'm really done this time.
  17. No, it's not my opinion - KSP has never ever been developed as an Earth simulator. Sure, it operates under similar rules of physics, but it has never been Earth simulator. A space simulator, absolutely. The orbital physics are very real and easily transferable to real life (and vice versa) - there's no 'burn straight up and you're in orbit' or 'spaceships are planes in space' tropes, the laws of physics still apply. But docking at 0.1m/s is an entirely Earth-constructed restraint and has no place in KSP. Ok, with that, I'm out. Have fun playing with this entirely unrealistic game. I will, for sure. I'll dock a space station at 2m/s with another space station to refuel an SSTO spaceplane so I can go visit Laythe, which has a breathable atmosphere and then I'll come back with a NERVA powered tug and land with a lander powered by aerospikes. Every single bit of that is unrealistic, but it'll be a blast. Have fun not having fun!
  18. Here's an idea: quit comparing KSP to the real world and see it for what it really is: a damned video game. Yes it's unrealistic but it's not supposed to be! It's not Earth, you're not docking the Space Shuttle to the ISS, realism has literally jack to do with KSP docking. "In the real world, IRL, if it was realistic..." blah blah rubbish. You want realistic docking, install TweakableEverything and tweak the magnetic force way down. Others are perfectly happy docking in normal KSP because it works - it sacrifices realism for gameplay. And gameplay will always always win. Always. As I said, realism has nothing to do with anything in KSP. It's not a real-life simulator, it's a video game about a different planet with different physics - maybe they strengthened their ports to cope with the extra torque? Who knows, they're not Earth ports, they belong to a different planet. One that operates under a different set of rules and guidelines to Earth. Apart from the colours, Kerbin has literally nothing to with Earth and anything to do with it should never be compared to Earth because it's not supposed to Earth. Kod dammit, you've made me mad.
  19. A greenhouse part is in the works but until then, there's various add-ons that close this loop, including the Munseeker or marce greenhouses.
  20. ... It's already there, in the installation guide. Also, those are instructions for Windows - I don't know where the files are stored on a Mac (though likely somewhere similar to Windows i.e. KSP_Data). In which case, it still applies. I also don't know if that Unity Explorer program works on Mac. Find 'sharedassets10.assets' in your main KSP install. I don't know which folder it's in, but just search. Once you've found it, overwrite it with the one TSG linked here.
  21. They're contained the ALCOR Capsule cfg itself, not as a standalone cfg. If you have ALCOR_Capsule_0.9.zip, you have that third party mod support, don't worry
  22. I'm sorry, I just can't picture that working in my head. It still sounds like too much weight for 2 ions to push. Like I said, maybe I've just been playing with FAR and NearFuture too long, I'd love to be proven wrong on this.
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