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Everything posted by BudgetHedgehog
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It should be noted that if a mod requires it to be placed in those folders (none under current active development do), then it's from before 0.20 and unlikely to work as intended, given the huge amount of changes since then. I posted about these a while ago and while I understand that it is required for some mods, but almost all that would are no longer under development (actually, having quickly searched the forums, pretty much all threads for mods that were last updated for 0.20 have been locked due to age and/or link to Spaceport and/or have been passed onto other maintainers) so you'd have to really go out your way and search for such an old mod. That's assuming it'll still work with 1.0.4 - for reference, 0.20 (when Gamedata was introduced) was 18 updates ago I get backwards compatability, but this is just silly. If only Squad were this dedicated to it when they revamped the Mk2/3 plane parts, or changed nearly all part stats, or changed aerodynamics or.. Progress is good, why are they adamant about catering to the (probably) 0.01% of mods that require these folders? And why, oh dear god why, does KSP create them again when you delete them?!
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Could add a button in the right click menu in editor that defaults to 'deflect' on which would be the 'normal' behaviour and if you click it to turn it off, the chutes revert to stock straight line? So you could mount a couple on the underside and turn off deflection in the editor so it'd look right?
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Wouldn't that mean you'd end up switching to the empty SRBs you just jettisoned on launch from Kerbin? Or switching to a spent lower stage during ascent? Because then, you still wouldn't be able to switch back while in atmo.. yeah, I think that's the main issue here. Same with 'cannot switch while about to crash'. First time I saw that, I panicked thinking it was like 3 seconds away.
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Posting here because while I think it may be a stock issue, one of the mods may be causing it (also, I'm aware I'm using the KSPWin64 hack, so feel free to ignore/delete this, though I'd really appreciate some advice). Science Revisited Revisited boosts the labs data capacity from 500 to 1500, so with roughly 739 data already, you'd think I'd have plenty of room for an extra 144, right? Well, it got added, but the warning still appeared. Is it like, hardcoded to appear over 500? That said, I think I remember it appearing when I was below that as well.. Windows KSP 1.0.4 (obviously) 64bit workaround, OS Win64, all the mods
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So what does E/s represent.
BudgetHedgehog replied to NuclearNut's topic in KSP1 Gameplay Questions and Tutorials
Yes. (10 chars) -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
BudgetHedgehog replied to Pak's topic in KSP1 Mod Releases
Could I persuade you to switch to InterstellarFuelSwitch instead? It has Compared to FS. The PartModules are nearly identical in terms of fields, but it's slightly more actively developed.- 2,351 replies
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- space shuttle
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Side note: KerbinSide does not work on a rescaled solar system like RSS or 6.4K etc. Best bet would be KSC Switcher or accurate suborbital flights.
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What's the functional difference? Either they stay deployed and get destroyed (current behaviour) and they retract and get destroyed (your suggestion). Retracted or not, the unshielded panels will still get destroyed so does it really matter what state they're in when they're destroyed..? Or maybe I've misunderstood..?
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
BudgetHedgehog replied to FreeThinker's topic in KSP1 Mod Releases
This will allow you to change any fuel tank into one containing either LF, O, or LFO: // Adds InterstellarFuelSwitch to stock tanks // 5.5*total LFO @PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[InterstellarFuelSwitch]]:Final { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ %OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %tempVar = 0 %dryCost = 0 @dryCost = #$cost$ %LFCost = 0 %OXCost = 0 %mixLFCost = 0 // compute cost of stock tank fuel @tempVar = #$RESOURCE[LiquidFuel]/maxAmount$ @tempVar *= 0.8 @mixLFCost += #$tempVar$ @tempVar = #$RESOURCE[Oxidizer]/maxAmount$ @tempVar *= 0.18 @mixLFCost += #$tempVar$ @dryCost -= #$mixLFCost$ @cost -= #$mixLFCost$ // Cost LF only @tempVar = #$totalCap$ @tempVar *= 0.8 @LFCost += #$tempVar$ // Cost OX only @tempVar = #$totalCap$ @tempVar *= 0.18 @OXCost += #$tempVar$ @tempVar = 0 MODULE { name = InterstellarFuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = #$../LF$,$../OX$;$../totalCap$;$../totalCap$ tankCost = #$../mixLFCost$;$../LFCost$;$../OXCost$ displayCurrentTankCost = true hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = #$../mass$ tankMass = 0;0;0 } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} }- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
BudgetHedgehog replied to FreeThinker's topic in KSP1 Mod Releases
AFAIK, unless you create a custom cfg yourself, the IFS module isn't applied to stock tanks. There is nothing in the download that applies itself to anything, it's just the plugin that allows you to. MRS tanks can be swapped probably because they have a special config that allows switching if IFS is installed. No-one's being naughty, you just haven't told anyone what to do- 1,187 replies
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- fuel switching
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Until you provide an output log, the best anyone can do is randomly guess what your problem is.- 4,460 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
BudgetHedgehog replied to AlphaAsh's topic in KSP1 Mod Releases
See the OP:- 2,488 replies
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Like what? GP2? Nova left, and with him, GP2. What else was confirmed by the devs to be included but not, a year ago? We have reworked aerodynamics, we have resources, life support has never been confirmed, the editor aerodynamic overlay is coming.. provide solid examples of apparently planned features if you want answers to why they aren't implemented (yet). You're asking for specific information, but not providing specific questions. If the questions really does relate to things that were "widely circulated and discussed throughout the community", the conversation is moot as the ideas were never confirmed to be planned and you're asking why fans ideas weren't implemented - to which the answer is 'because the devs didn't want to". EDIT: And if my aunt were a bloke, she'd be my uncle. The wiki doesn't contain relevant info, so it isn't a useful tool. Until it does, it can and should be considered garbage.
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IIRC, those settings aren't available in flight as resolution changes, ground scatter etc are changing dll files that are being used while in flight. You can't change dll files while they're being used. Sucks, I know, but that's the way it is. Also, IIRC, there's an option in the savefile like 'revertToMainMenu = False" (by default). It's in the save game's difficulty section of the file, I think, with the other 'revertToLaunch' and others that are available to change in-game. Why reverting to main menu isn't available to change in game, I don't know, but that's how you do it. EDIT - Here: GAME { version = 1.0.4 Title = Second go again (CAREER) Description = No description available. linkURL = linkCaption = Mode = CAREER Status = 1 scene = 7 editor = None flag = me/Flags/Monstercat launchID = 49 PARAMETERS { preset = Custom FLIGHT { CanQuickSave = True CanQuickLoad = True CanAutoSave = True CanUseMap = True CanSwitchVesselsNear = True CanSwitchVesselsFar = True CanTimeWarpHigh = True CanTimeWarpLow = True CanEVA = True CanIVA = True CanBoard = True CanRestart = True CanLeaveToEditor = True CanLeaveToTrackingStation = True CanLeaveToSpaceCenter = True [B][COLOR="#FF0000"]CanLeaveToMainMenu = False[/COLOR][/B] Right at the top of the quicksave.sfs. Change that last bit to True.
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Not a bug, more of a negative feature. You could put a million fuel flow breaking decouplers between your plane and your payload and you would still get to orbit with empty payload tanks. Something is clearly wrong there, that shouldn't happen. That's the main issue, that fuel crossfeed isn't respected by STAGE_PRIORITY_FLOW. If crossfeed is set to false on any part, fuel should never crossfeed, it's simple. To have common cases where fuel does crossfeed causes confusion and frustration. You can post workarounds and fixes and whatever, but that's no solution at all, it's a workaround to a problem that shouldn't exist. So, not a bug, just a very poorly implmented 'feature'.
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
Smashing, cheers chap!- 699 replies
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- career
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
Bringing this here to the correct thread: The tourism one won't switch automatically, it'll be tied to whatever vessel it picked.How would I go about changing the vessel it's for? What parameter in the savefile would I need to change? I'm guessing bad things will happen if I don't have a target vessel in place while the contract's active..- 699 replies
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Transfer to Minmus? Okey dokey, I got the intercept... lower the PE.. and now I'm completely missing the moon. Oh wait, no I've popped out the other side.. well, the PE is somewhere between 100km and -300KM, I guess I'll find out later ¯\_(ツ)_/¯