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Everything posted by BudgetHedgehog
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Mod Suggestions (Incomplete!)
BudgetHedgehog replied to mythic_fci's topic in KSP1 Mods Discussions
Community Mods and Plugins Library. -
Mod Suggestions (Incomplete!)
BudgetHedgehog replied to mythic_fci's topic in KSP1 Mods Discussions
Agreed. OP, you have my list of mods that I would put in the Essential list. -
Mod Suggestions (Incomplete!)
BudgetHedgehog replied to mythic_fci's topic in KSP1 Mods Discussions
Please point out where I insulted the list. I asked what kind of list this is (I didn't mean that to come across in a harsh way, imagine there's a at the end of that sentence and you'll get what I was aiming for. Something something text emotion) and then I said it was 'a bit of an odd list' - both were because it is missing mods that most, if not all, players actually find essential. That is the aim of the list after all - recommended mods for players. Personal preference (such as "If he thinks PF is essential, then good for him.") should play no part in this. And no, before you say anything, my first list was not personal preferences - it's a list of mods that most, if not all, players would agree to recommend as essential. Granted, it may have come across a little harsher than I expected, but I did indeed do that. -
Mod Suggestions (Incomplete!)
BudgetHedgehog replied to mythic_fci's topic in KSP1 Mods Discussions
I didn't say that my opinion is right and superior, I'm just saying that it's a bit of an odd list to have pFairings as essential, but mods that most, if not all, players actually do find essential (such as dV calculator and KAC) are nowhere to be found. I know it says incomplete, but I made my list of mods no player should be without in like 3 minutes. And I don't even use half of them. -
Mod Suggestions (Incomplete!)
BudgetHedgehog replied to mythic_fci's topic in KSP1 Mods Discussions
So wait, Procedural Fairings is 'essential', but something to calculate your dV, Kerbal Alarm Clock, Editor Extensions, Improved Chase Cam, MapShowNavBall, RCS BuildAid, Enhanced Navball, TweakableEverything, SurfaceNodes, SelectRoot, StripSymmetry, FloorIt, NavHud, ProceduralParts, PreciseNode and ModuleManager aren't? What kind of list is this?! For clarification, those are the mods I think no player should play without - they either (re-)enable/change on-the-fly stock functions that are only available to change in the configs (like vertical snapping in editors for EE, conic patch mode for PN, changing the surface attach nodes for SN), make no sense not to be stock (dV calculator, Enhanced Navball, MapShowNavBall and FloorIt) and others further the stock game functionality where it is lacking (EE, NavHud, TweakableEverything, RCS Build Aid, Improved Chase Cam). People can do without pFairings because A, in stock, they only add to your weight and B, KWR has some for people who actually like a challenge. I would hardly call cheaty things that serve no practical use 'essential'. Personally, my 'essential' list is all the above plus FAR, Toolbar, RPM, AntennaRange, KWR, HotRockets, CoolRockets, KerbQuake, EVE, IR, MJ, RLA, SP+, SCANsat and TweakScale (and of course, ATM because my 'essential' list is so damn big). P.S. I hate hate hate the current version of B9. I will most likely hate the next, too. P.P.S I think recategorisation is needed in the form of lists of Essential, Good-To-Haves, Gameplay Utilities (like KAC, PreciseNode, Toolbar etc) Realistic.. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Releases
TSG and I had this exact conversation. Look back at the quoted post, TSG provides a link to the edited shardassests10 file. -
ships Loading distances
BudgetHedgehog replied to custume's topic in KSP1 Gameplay Questions and Tutorials
Lag when high part count ships are visible is due to the physics calculations being single-threaded. There's no config change, mod, setting or even a hack that will change that. Not even the 64bit version. Physics are still being calculated in a single thread. Edit: although the part welding mod would help as it makes multiple parts into 1, its no use to stuff in flight. Unless you can parse craft files and are comfortable with savefile editing, there's no way to change a ship in flight. You could make a replica in the VAB, make that one part, then copy the craft contents to replace the active one though. And also, please could you wrap your settings config in CODE tags or upload it elsewhere. Makes for easier forum reading, especially on mobile. -
Clamp-O Tron Not Clamping
BudgetHedgehog replied to EeeLee's topic in KSP1 Gameplay Questions and Tutorials
Your main question has been answered, but 'Control From Here' orientates your navball to be correct with reference to the part you're controlling from. Makes no difference if the port is the same direction as your pod, but if it's on top (like in an inline docking port in a spaceplane) or some other direction, you control from the port and all movements are done relative to looking out the port, not the pod. -
Terraform asteorids
BudgetHedgehog replied to hempa2's topic in KSP1 Suggestions & Development Discussion
Terraforming something doesn't change its size. -
Terraform asteorids
BudgetHedgehog replied to hempa2's topic in KSP1 Suggestions & Development Discussion
And how would you increase the mass? -
Say I land successfully and want to send out my spaceplane again with a new payload. To do this currently, I need to recover the craft, wait for the loading screen to finish, click on the SPH, wait for the loading screen to finish and finally, load up my saved craft. The change would mean I have to taxi to the SPH and wait for the loading screen to finish. This is debatably quicker (I so want proper taxiways), adds to immersion (which I love) and might be beneficial in career mode, depending on how the refunds in budgets is implemented.* *if the refund is only a percentage of the original cost of the parts, it makes no sense - the plane is still flyable, all relevant (i.e. non-payload) parts are still there, all it need is fuel. I don't want to launch a new plane with new parts, I want to launch this plane. I've already paid for it, I just need fuel. There's a lot of changes that need to be made if spaceplanes are going to make sense - either this change, or a full refund on recovery, or ability to refuel on runway without launching an entirely new vehicle just to transport the fuel... if it stays the same, it just plain won't make sense and considering the plane parts are being revamped, it'd be a shame to not want to use them because of a broken system.
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[1.2] Procedural Fairings 3.20 (November 8)
BudgetHedgehog replied to e-dog's topic in KSP1 Mod Releases
TweakableEverything can do that with a simple MM patch. -
There's no download link for the external camera, btw. Looking forward to RPM 0.17 in this beast!
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Then don't stack them against B9 parts. 2 things: 1, the B9 attach nodes are in the wrong place and 2, most Mk2 B9 parts are availble in this pack - what do you need to attach to these? If SP+ doesn't have it, Porkjet is open to suggestions for new parts
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At the moment, KSI (those MFDs for RPM) isn't compatible with RPM 0.17. Remove the Hyomoto folder and it should work.
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He's saying having to maintain 3 separate download locations isn't something he's interested in. Curse and GitHib work fine because everyone in the world can reach it (probably), what's the point in him uploading it to Kerbal Stuff? And you don't need permission - the license ("GPLv3 for the code and CC for the data") doesn't require it.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
BudgetHedgehog replied to Nereid's topic in KSP1 Mod Releases
That's probably because you rode an SRB straight up. Not exactly a bug if you exceed Mach 10 and get awarded the Mach 10 ribbon. -
Using the Klaw?
BudgetHedgehog replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
Have you tried actually touching the other craft? The Klaw is basically a universal docking port - it needs to touch the other surface (at docking speed, so 1 m/s or less) to latch on.