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KSP2 Release Notes
Everything posted by BudgetHedgehog
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Releases
It requires using a Unity Explorer program (linked in the OP via another post) to replace it. Or, you could download the file TSG posted and put it in KSP_Data, overwriting the sharedassets10.assets file already there. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Releases
FWIW, Astronomer did it with his pack. (Note: this doesn't answer the question of if it's legal) -
[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
BudgetHedgehog replied to Hyomoto's topic in KSP1 Mod Releases
Now the RPM update's live, any progress on your end? It appears as though RPM 0.17 and KSI will be incompatible with each other until you update and I really want to try out that transparent pod thingy.. looks like KSI will have to temporarily be removed -
Mouse over the crew hatch at the top of the tower and click. It'll show a list of available crew members and you can EVA from that that.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
BudgetHedgehog replied to Porkjet's topic in KSP1 Mod Development
Did I not just say 'don't quote me on this'? (kidding..) Yeah, apparently, it was on the Squadcast a few weeks ago that the intern is working on plane parts - most likely just retextures and actual missing parts (like a Mk3-1 adapter, a Mk2 cockpit, possibly IVAs), though, not a whole pack designed around the Mk2 shape. But I really hope they re-do the Mk3 set entirely, it's just awful all over - CoM way too low, can only fit to two other parts (either the Mk3 adapter, the cockpit or jet fuel), attachment node is too low, it looks like the shuttle but can't carry oxidiser for rockets, texture's hideous.. But I digress - yes, apparently, Hugo's reworking plane parts. I can't find the Squadcast in question, but user Pulstar mentions it here. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
BudgetHedgehog replied to Porkjet's topic in KSP1 Mod Development
Don't quote me on this, but I think Hugo The Intern is redoing spaceplane parts for 0.24. -
Yes sir, indeed I do. Couldn't play without it, in fact Also, I'd like to post two videos, if I may. The first is trying to build a spaceplane - nothing is changed except for action groups, amount of oxidiser in the tail adapter and the amount of monoprop in the cockpit. The second is recreating the first but first disabling RPMs FOV markers. The first ends in a stack overflow exception, the second works fine (the plane was rubbish and fell apart, but that's not exactly SP+'s fault now, is it....) The point is, disabling FOV markers seems to fix the stack overflow exceptions. I'm wondering if this is a bug regarding SP+ 1.2.1 and RPM 0.16 working together or one of them by itself - I know that RPM 0.17 is near release, perhaps that will fix the errors? Anyway, video 1 - not disabling RPMs FOV markers. Spoiler alert - it ends with a severe FPS drop when attaching the intakes that resulted in a crash FRAPS didn't capture: And video 2, building as far as possible, the same plane but first, disabling RPMs FOV markers. You'll notice FPS remains steady throughout the entire build, which means launching the craft is possible. When it goes live in an hour or two, it'll show here. And with that, I'm off to bed. I hope Porkjet sees this :/
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
BudgetHedgehog replied to Porkjet's topic in KSP1 Mod Development
I'm sorry, but really?! I've docked megastructures with less than 50 units of MP before - docking a spaceplane with a payload can be done with 50 units or less. If you're using almost 150 units of MP to dock a tiny crew ferry, the problem is with your docking procedure, not the amount of MP in the docking module. -
Quick question - what does your output_log.txt say? I've had serious problems with SP+ involving Stack Overflow Exceptions which pushes FPS down to 1 or lower and more often than not, crashes the game. Just wondering if I'm alone in this.. I do have quite a lot of mods installed, but SP+ has behaved really well beforehand, but since the last update, I can't stay in the SPH for more than a minute before everything goes to pot
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*cough* *cough*
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How do I get mods onto the game?
BudgetHedgehog replied to JackKerbin's topic in KSP1 Mods Discussions
One thing to note: with Macs, its apparently pretty easy to replace contents instead of merging them. Be sure to keep a backup of the Squad and NASAmission in case things go wrong. -
Satellite constellation
BudgetHedgehog replied to 7499275's topic in KSP1 Gameplay Questions and Tutorials
So simlpy put, one at 12 o'clock, one at 3 o'clock and one at 6? What about 9 o'clock? None of your satellites have a wide enough beam to reach it. -
Installing mods mid-game?
BudgetHedgehog replied to velve's topic in KSP1 Gameplay Questions and Tutorials
Sounds odd - how exactly did it stop you? Plugins are completely ok to install partway through, so long as you have the parts to cope with them (like fairings if you install FAR or heatshields for DRE, or life support containers for a Life Support mod etc. Some plugins don't affect the game at all - Enhanced Navball, Kerbal Engineer, EVE, Editor Extensions, HotRockets.. Plugins are, almost always completely safe to install halfway through a save). -
Satellite constellation
BudgetHedgehog replied to 7499275's topic in KSP1 Gameplay Questions and Tutorials
The bigger problem is if you put 1 satellite directly opposite the first, you'll need at least 4, not 3. But I don't know - it's why I'd send them all up in one go (get into KSO, release sat 1, reduce orbit period to 4 hours, after 1 orbit re-circularise and release sat 2, then repeat. You'll end up with 3 satellites equally spaced 2 hours behind each other making the perfect triangle) -
Latitude/Longitude Overlays
BudgetHedgehog replied to Nikolai's topic in KSP1 Suggestions & Development Discussion
Just an FYI, latitude and longitude have existed in KSP for a while. In fact, if you have something landed on a celestial body and go to map view, when you hover your mouse over it, it'll display the co-ordinates. Also, http://www.kerbalmaps.com/. -
Mechjeb Ascent Settings with FAR?
BudgetHedgehog replied to Agarax's topic in KSP1 Gameplay Questions and Tutorials
Just want to pick up on that - that does absolutely nothing as FAR changes terminal velocity and MJ is calibrated to read the stock drag amounts, not FARs. There is a patch by sarbian that has basic FAR support, but I'm not sure how useful it actually is. Either way, you can leave Limit To Terminal Velocity on or off, it doesn't make a difference as MJ thinks that because your craft has no drag, it has an infinitely high terminal velocity. -
Survey - Help Calisker Name 0.24 Update!
BudgetHedgehog replied to calisker's topic in KSP1 Discussion
I can't remember what I wrote in the survey, but afterwards, I came up with: Kerbal Space Program: Boosters Are For Closers Only -
Welcome to the forums! As far as I know, any part that has ModuleScienceContainer (such as this mod, but also includes the stock command pods) can hold an infinite number of unique results - you can't store, for example, two temperature readings from Minmus' Great Flats. The lab can store more than one non-unique result, but this mod doesn't. But the good news is that you can change it if you want! Just add the line "allowRepeatedSubjects = True" under the line "storageRange = 1.3" in the part.cfg. TL;DR - you'll only need one. If you want to store more than one result from the same experiment and place, you'll need to either edit the cfg or use more than one.