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Everything posted by BudgetHedgehog
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Again, F9 requires a press and hold. Unless you were planning on naming your craft 'something0000000000000000000000', I don't see the problem. Especially if you're in the VAB, where F9 does nothing (I'm not sure if having the 'rename vessel' window open during flight would register an F9 keypress). The press and hold is critical to the F9 function as it specifically stops accidental presses, such as trying to hit F8/10 or 7/8/9/0 - there's no reason at all why you'd need to hold down any of those. The only one in that area that you need to hold down to function is F9 and holding it down requires a concious decision and isn't something that can be done by accident. If I need to quickload, chances are I can take 1 second to look at the keyboard if I'm really uncertain of where the keys are. However, if someone were to manage to press and hold a completely different button by accident, I would probably say that quicksave and quickload are a bit too advanced for them. It's basic computer skills.. not even that, it's basic motor functions of the brain. 'I pressed and held down a key I didn't want and now my progress is lost, someone please fix it so that doesn't happen'.. there's no idiot-proof solution because idiots are, well.. idiots. It's the same as saying 'I closed my laptop without saving and now my work is gone, someone please fix it so that doesn't happen'. No, what needs to be fixed is your brain.
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Show + or - on the target speed
BudgetHedgehog replied to dryer_lint's topic in KSP1 Suggestions & Development Discussion
I've wanted this so many times.. Yeah, the icons on the navball show it, but the navball is hardly the clearest indicator (you'll have the target indicator and target velocity indicator hopefully in roughly the same position and if you're facing towards or away from it, then they'll be in the middle of the navball along with the -v-. It gets cramped there, and that's when you can see them - if they're just out of sight on the edge (even worse at the top or bottom), you can't tell without rotating round. Say you have the target indicator, the purple ring, in the middle of your navball. Do you burn towards it or away from it? You can't tell without first finding your actual direction of movement. But if you had a little '-' at the top next to the speed, you'd be able to tell immediately and can move your craft to the correct position without spinning wildly trying to find where the prograde/retrograde is relative to the target marker. No, I'm with OP on this, I'd love for it to be in stock. -
Axial tilt for planets
BudgetHedgehog replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
Just 8 threads down from this one at the time of writing, there's this thread about axial tilt.. For the record, I'm all for it. -
So I was thinking... is there much point in keeping the original models now? Or can I just get by with the rework? Are there any major omissions of parts in the rework? I'm fine with stuff like the VTOL hinge not being there, but as long as it has rotational pieces (check) and translation pieces (check), I'm pretty satisfied. Oh and just a thought: would you consider making a slimmer rotatron similar to the original docking washer? The current one is unnecessarily bulky for such an application.
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Random events
BudgetHedgehog replied to Lohan2008's topic in KSP1 Suggestions & Development Discussion
Holds up spork.. -
Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
BudgetHedgehog replied to mythic_fci's topic in KSP1 Mods Discussions
Spaceplane Plus doesn't appear to like it. One of the cockpits doesn't show up in the VAB despite being unlocked and the game crashes every time I try and build something with it. -
Are you sure it's FAR? You're using B9 wheels, presumably - have you done the fix for them? Also, the game has a bug where parts applied in symmetry (and when not) will not be treated equally - this includes wheels and wings. Also, are you sure your wheels are on straight? Where are they placed? If too far apart or too close together, you'll be unstable.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
BudgetHedgehog replied to Porkjet's topic in KSP1 Mod Development
Heh, it actually has too much stuff to show in one screenshot. There's a really nice album in the ALCOR OP with a load of pictures. It's insane how much detail that thing has.. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
BudgetHedgehog replied to Porkjet's topic in KSP1 Mod Development
Sometimes, the attention to detail alexustas has is scary. And that picture is of one of the lesser detailed areas. And half the stuff doesn't even do anything, it's literally just for show.. As ever, looking forward to the interiors, Porky! Really glad you went with the side-by-side configuration and I'd rather have that and a TARDIS than inline, to be honest. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
I believe increasing Fade Distance would fix that. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
BudgetHedgehog replied to Porkjet's topic in KSP1 Mod Development
My Paint skills are beyond hope: -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
BudgetHedgehog replied to Porkjet's topic in KSP1 Mod Development
I'm going to agree with you there. It's a shame that the main pilot view has that large beam blocking the view directly in front of it. I think if both seat were placed side by side roughly between where the seats are now, there'd be room for them and the console can go straight across the front. And I hope Porkchop has plans for all that extra space? The second pilot looks a bit odd just sat basically in the middle of a large area. Just my honest opinion -
There's your problem. You can see the same thing happen with the stock radial parachutes - basically, the mod keeps the parts physics so it can be used as a parachute on EVA. When you grab it, the EVA jets (which are balanced around the kerbals CoM) go haywire trying to keep the kerbal upright thanks to big weight on his back. To fix it, either comment that line out with // or just delete it entirely in that code you posted and it will work.
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How many Kerbal years to compleat the tech tree?
BudgetHedgehog replied to bonyetty's topic in KSP1 Discussion
Try 4 hours real time, no cheats: I don't know how long that was in-game though. EDIT: Looks to be about 6 and a quarter years. -
KSP 64bits on Windows (this time, it's not a request)
BudgetHedgehog replied to Lilleman's topic in KSP1 Discussion
Ooh, it does work! Thank you! Side note: Heh, I just copied over my entire Gamedata folder and we're now running at 4.1 gigs... and a heck of a lot cooler, both in temperature and in style My textures are glorious! -
KSP 64bits on Windows (this time, it's not a request)
BudgetHedgehog replied to Lilleman's topic in KSP1 Discussion
I must be one of the lucky ones: EDIT: only problem I've had so far is that when KSP is running, Chrome doesn't seem to want to work correctly. Which is odd, to say the least. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Releases
I'm getting that too.. I'll be honest and say the rest of the pack doesn't appeal to me that much but I fancied a change in the sun texture (Astronomers doesn't have flare) and yeah.. from far away, it's white, and close up, it turns yellow. The installation of the solar flare is completely independent of UR (it even says in the post that "This is one of the few textures the universe replacer can not actually replace and requires manual editing skills.") and even if it wasn't, TR is basically the same thing as UR and the installation instructions are the same. However, like I said, you don't need UR to change the solar flare, you need UnityAssestsExplorer, which is linked in that post. That said, I don't know if UAE works on a Mac. If it doesn't, then yes, you can't change the solar flare. EDIT: No, TR doesn't touch the solar flare. Talking of solar flare, I do think it's a bit much.. I agree with wasamic, it's a bit too much.. Nice work otherwise though -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
They're basically just flatter rotatrons - put them between a docking port and something else so you can rotate a docked craft without needing to undock, spin and redock. Helpful if you want to stay docked at a certain angle to avoid engine exhaust or line up with everything else etc.. TL;DR - they're not docking ports and yes, you need ports on them. Sirkut -I'm not fussed about breaking saves either. I don't really use IR parts on long-term vessels simply because each update seems to break saves. It's happened so much in the past, might as well carry on -
Yep, would love a pre-release or just something to play with.. My fingers are itching at the chance to colonise Duna Also, I don't think I've ever said this (or seen it mentioned), but I thought I'd let you know alexustas, that the animations in your videos are extremely well done and very professional looking. I don't think I've seen any other video maker that shows off WIPs as well as you do. I just watched the heatshield video and the particle effects are amazing. So yeah, I like your videos as well as your mods
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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
I don't think that would be a good idea because these are supposed to to be achievements/merits, not just an activity tracker. Launching 50t rockets is doable every time, I don't want my guys to get a badge every time they launch, I want them to get a badge every time they launch something spectacular. 50t rockets aren't, but 250t ones are. FAR shouldn't even come into this: first off, some people don't use it and second, there are times when your rocket is transporting something heavy, such as a KSPI or Near Future 3.75m reactor or something, so it's going to be a beast of a rocket, whether you have FAR or not. No, I like it starting at 250t. Keep it. -
[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
BudgetHedgehog replied to codepants's topic in KSP1 Mod Releases
The spoilers are part of the file, without them, there wouldn't be anything.