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Everything posted by BudgetHedgehog
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[1.1] Improved Chase Camera v1.6 (Apr 23)
BudgetHedgehog replied to BahamutoD's topic in KSP1 Mod Releases
Z is used by FloorIt... -
0.23.5 not working with mods, need help!
BudgetHedgehog replied to Biker Joe's topic in KSP1 Mods Discussions
I'm not ridiculing you, just asking for info you didn't provide originally. The build number is displayed on the bottom right of the main menu screen (or in the buildid.txt in the main KSP folder). I see the mods, yes, but I would like to know which versions you have in your Gamedata folder. You may have accidentally overwrote a working one with one bundled in another mod, for example. Yes, you mentioned the saves, but what you didn't say what 'it' was - the saves, the game or the mods. I'm going to hope that with B9 and LL, you also have some kind of memory management installed to cope with them (either ATM or reduced texture packs). If the game doesn't load at all, it's possible you're running out of memory. If you have that, then something went wrong in installing 0.23.5. If you have Steam, verify the game cache, if you bought it from the store, delete it and either unzip it again or if possible, redownload. -
0.23.5 not working with mods, need help!
BudgetHedgehog replied to Biker Joe's topic in KSP1 Mods Discussions
You do realise how vague this question is, right? "I added mods and now nothing works. How fix?" What mods? What versions? Installed the same way as 0.23? Got build 464, not 459? How exactly are they not working? Are the saves loading correctly? Do the mods work in a new savegame? Have you accidentally installed any older/incompatible versions of mods? -
Getting into Polar orbits...
BudgetHedgehog replied to The Right Stuff's topic in KSP1 Gameplay Questions and Tutorials
Even better. Want to see the top of the sun? Slingshot off of Jupiter! Also, yes, using the Mun to polarise your orbit (hell yeah that's a legitimate usage of polarise) is incredibly doable -
Ferram, sorry if this has been asked before, but is there a way to disable aerostress destruction on a certain part, rather than globally? I want to make an attack helicopter with KAX but am worried about FAR ripping off my rotor blades.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
You should put that in your signature, sirkut. "The rotate button in the editor does not actuate the motors, it rotates the actual parts." -
Making Career more Difficult
BudgetHedgehog replied to solohobo's topic in KSP1 Gameplay Questions and Tutorials
If BTSM is too hard for you, try Science Revisited by CaptRobau. It's how I play, anyway. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Depends what you mean by bugged. If its not activating the servos and extending or spinning stuff in the editor, its not supposed to. Read the OP. If you mean its not rotating parts like WASD do, then yes, your copy is bugged. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Oh sweet jebus, yay! I too use RSS to get rid of it but I think that's what's causing my launches to have a yellow MET timer.. If EVE can do it in the next release though, I swear I will have your babies. -
Kerbol Renamer - does exactly what it says on the tin!
BudgetHedgehog replied to tntristan12's topic in KSP1 Mod Releases
Huh, interesting.. how does it handle science reports, seeing as they need to refer to 'in space high over the Sun'? Are the sciencedefs changed too? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
It's all in the Tweakables. Read the OP like you were told to -
Is there any plans to make the structural pieces use the Goodspeed scale tweaker? It seems a bit odd to me to have one set (the robotics) make excellent use of it, but the other set (the structural) ignore it in favour of part bloat :/ I mean, if the tweakscale doesn't work well on the structural elements, fair enough, but yeah.. just wondering if it's in the works or not. By the way, I've just finished deploying my LKO Satellite and Comms system using parts from this pack and I must say, I'm spoiled for choice on all fronts! Managed to fit four probes radially that fit under a 2m fairing - the only reason I had to use an expanded one was because the payload was so long (overbuilt the deployer, ended up with about 3km/s dV at the end of it....)
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Getting into Polar orbits...
BudgetHedgehog replied to The Right Stuff's topic in KSP1 Gameplay Questions and Tutorials
If you're going to enforce that ridiculous restriction, just keep burning normal or anti-normal (up or down. But remember that if you burn up long enough, you'll start creeping prograde so you'll need to gradually point your craft retrograde to compensate. Best way to do this is get the Enhanced Navball mod which displays it on your navball or just eyeball it and compensate as necessary. Also, you say you're not so efficient on fuel usage - what I just suggested is far far more inefficient than if you were to do a bi-elliptic inclination change transfer i.e. raising your AP to an insane altitude. For reference, that move in the picture saved me about 250 m/s delta-V overall. It'd would've taken me about 750 to just keep burning anti-/normal but overall, raising the AP, turning while I'm travelling much slower and then recircularising only took 500 m/s. And that's without aerobraking to help recircularise. So honest question, why would want to not raise your AP to an insane(ly useful) height? -
Mod Folder / Mod Loader
BudgetHedgehog replied to Vas's topic in KSP1 Suggestions & Development Discussion
Some mods bundle other mods (most of the time, they're hard dependencies) and those bundled mods might be an older/incompatible version. One recent example was Navyfish's DPAI bundling an older version of Toolbar which broke MJ if it was installed. Even if the bundled mods are still in SuperLargeMod folder, you then end up with 2 copies of the same mod - one current and one outdated. This would lead to weird things happening in-game which obviously isn't ideal. I'm not sure where your frustration lies. As it stands, to uninstall a mod is literally as simple as deleting a folder in Gamedata. That's it, that's the extent of 'hunting' required. How much less are you expecting to do if the folder was called /mods/ instead? And like I said, if a mod is done well, there's no overwriting of stock files because it uses ModuleManager. Sorry, but really though.. that's literally the entire point of ModuleManager. It changes stock (or other mods) files without overwriting or duplicating them (and you honestly believe that having duplicates of a part will be fine? Yeah go ahead, copy a part, slightly change it's value and then load up KSP. That'll work, for sure). KSP loads EVERYTHING at the start - if there's two definitions of part X or resource Y, it'll load both, because they're different. -
I don't doubt they can do two or more things at once, but my point still stands - if one of the things they're doing is multiplayer, I think they could be doing something more productive instead of it. Working on any number of early promises, fixing bugs, adding much needed parts (3.75 probe core or SAS unit mayhaps..?) or literally anything else. Don't half-ass two things, whole-ass one thing - they seem to have made several features and just left them basically incomplete/not fully working correctly with a shrug and a 'eh, it'll do', then moved onto developing an unrelated thing that simply will not be used by a large portion of players. Instead of, you know, fixing what they already have.
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It won't be enjoyed by some people because it won't be used by some people. People can't enjoy something they're not using. I may have worded it slightly incorrectly or unclearly, but using != enjoying. I will concede that it is the devs choice and they should develop what they feel is right and enjoyable for them. There's no doubt that if they develop something they don't enjoy, the quality will suffer, which is why, personally speaking, I think MP is not the thing to be concentrating on right now. I think they should be working on fixing/improving current things like the Science system and career in general, aerodynamics or really just any of the promises they made early on. Not the things that are unworkable now due to the direction KSP has taken, but again, to quote Frostiken: I think they should be concentrating on those and not on something they considered impossible a year ago, but that's just me. Although granted, they are just building the very basic framework of MP but again, I just feel their time could be better spent doing something else.
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Because it will not be used by more than a few people. I get that feeling from reading the various posts about what people want in future updates, their wish-lists etc. Granted, he hasn't said he doesn't think it's fun, but I just wanted to point out that the devs can be wrong. Sure, THEY might not enjoy it, but looking at the popularity of Kethane, EPL etc, I'd say resources are enjoyed by more people than multiplayer (of course, I don't have any directly relevant numbers, but the Kethane thread has 4621 posts, the KMP thread has 1940. Granted, post count is hardly a precise method of determining number of downloads but it's a start). Also: And there we go. That's my beef with multiplayer. Of course, MP is doable and enjoyed by people so it obviously has been shown to work, but it's space travel. To quote Frostiken on reddit: And to quote myself on reddit:
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Mod Folder / Mod Loader
BudgetHedgehog replied to Vas's topic in KSP1 Suggestions & Development Discussion
If done well, any mod shouldn't overwrite stock parts but use ModuleManager instead. This keeps debugging and uninstalling very easy. And as I've mentioned on the forums before, are people really just blindly copying across Gamedata folders? Without looking inside to see what game-changing files are being added? It takes like 30 seconds and keeps you informed about what you're doing. Having a separate folder would not change much because that could A, get messy if you're not careful and B, you'd still run into conflicts and overwrites, just in a different folder.