-
Posts
4,216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BudgetHedgehog
-
Using KSS, how do I redefine what KSS actually is? My station, Prosperity, was going ok, but I messed up expanding it and I fear going near it so I want to send up a replacement. Complicating matters is the fact that I have a contract I accepted before I messed up for some tourists to visit it - my worry is that if I do redefine the KSS, the contract will still require the old deprecated (possibly exploded) station (perhaps this is more of a question for TourismPlus, come to think of it). So yeah, how do I redefine what the KSS vessel is and what do I do about my contract? It's my own fault entirely, I freely admit that, but I need help :/
-
I noticed in the OP that Stock Part Revamp is supported - I thought that already had reflections?
- 888 replies
-
- texturereplacerreplaced
- visual
-
(and 2 more)
Tagged with:
-
Cheers buddy, I can't wait to see them
- 888 replies
-
- texturereplacerreplaced
- visual
-
(and 2 more)
Tagged with:
-
Line 47 reads "%meshes = Habiitat_MK1 Window". Double i intentional? If you can, Stockalike Station Parts Expansion would be awesome. I keep dreaming of that large cupola..
- 888 replies
-
- texturereplacerreplaced
- visual
-
(and 2 more)
Tagged with:
-
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
BudgetHedgehog replied to AlphaAsh's topic in KSP1 Mod Releases
Wow, that's a big update! Have you got a list of known issues for it? I want to get back to using KK and KerbinSide and I don't want to report stuff you already know about.- 872 replies
-
Hi tajampi, I found a funny little bug for you while bug hunting another mod, but I don't actually know if it's fixable. The engine lighting is applied to planets when you're far away from them. Here's a Mainsail lighting up Minmus I don't know if it's fixable, or if it's even worth fixing (who even uses a Mainsail in space?!), but I just thought you should know regardless.
-
. I am using Kopernicus though (which actually, now you mention it, does cause some weirdness with the PQS of Minmus - remind me to message Proot about that). Gimme a couple of days to check this, I'll let you know.. something either way.
- 502 replies
-
- contract pack
- contract configurator
-
(and 1 more)
Tagged with:
-
Which is provided by a different and discrete mod. Stock KSP lacks such a feature, as does TE right now. I don't think the solution to player confusion is to 'download this entirely different mod'. Granted, a large portion of the userbase has KER/MJ/VOID etc installed, but there'll always be outliers. If this route were chosen, a simple 'added cost/weight/Isp penalty' field in the context menu would be enough for people to see the side effects. Having KER etc installed would provide more in depth info, but it wouldn't be required.
-
I'd go for the first or second - unless told by TE, players won't know or notice that their Isp is going down/weight is increasing, possibly resulting in confusion. I'd make it a very limited change though, possibly 15% to increase usability. The second one would be ok as well, increased heat generation makes sense, but that said, I guess once it gets to the stage of launch where the heat generated is becoming too much, you're way past the need for full throttle anyway.
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
Cheers chap - I never got round to getting back to you, but in the limited playtime I had with the dev build, I hadn't noticed any more duplications. I very much appreciate you fixing this- 5,206 replies
-
- 1
-
-
I'm going to go ahead and confirm this - TweakableEverything especially doesn't like it. Once I reach 6km, the camera loses tracking of the vessel and I break up and basically, I don't get to go to space today. [ModuleTweakableJettison] Skipping problematic jettisonModule; this may be a part design problem jettisonModule=microEngine (ModuleJettison) jettisonModule.jettisonName=TankButt jettisonModule.jettisonTransform=null NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARPartGeometry.GeometryModification.StockJettisonTransformGeoUpdater..ctor (.ModuleJettison engineFairing, FerramAerospaceResearch.FARPartGeometry.GeometryPartModule geoModule) [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.SetupIGeometryUpdaters () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ModuleJettison.LateUpdate () [0x00000] in <filename unknown>:0 The latter is repeated ad infinitum until I get annoyed enough to close KSP.
-
module manager not loading
BudgetHedgehog replied to crush3dice's topic in KSP1 Technical Support (PC, modded installs)
No idea why, post your output log please. -
I'll just leave these here: FAR doesn't touch the thermal system at all, it's stock being stupid that's causing the problem (it's possible to get craft to overheat and explode, while stationary on the runway due to this bug, in a stock game).
-
To be fair, a few things are stock bugs that mods exacerbate or reveal. A lot of users blamed FAR for overheating parts, when it's stock silliness that is the root cause. High res textures and loads of parts equal OOM crash, sure that's the mods fault, but only indirectly. The direct fault is that the program A, loads everything at the start (Squad wrote that asset loader) and B, can't access over 3.2GB of RAM and crashes when it tries to (engine limitation, I know, but it's not the mods fault. Get enough stock textures and parts and it'll happen in a stock game). The point is, some bugs/issues don't manifest themselves in a stock game, but the underlying code/reason for them is still there.
-
Did you get round to fixing the monolith texts? (0° 38' 24" S, 279° 13' 59" E, the second closest to KSC) I'm thinking that if they're all fixed and above ground now, then the completed message doesn't make a lot of sense.. But then, I haven't actually checked them all yet..
- 502 replies
-
- contract pack
- contract configurator
-
(and 1 more)
Tagged with:
-
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
BudgetHedgehog replied to Pak's topic in KSP1 Mod Releases
Ooooh nice stuff! RE FAR support: as long as the colliders are sensible, it should work just fine. If it looks clean and streamlined, it is- 2,351 replies
-
- space shuttle
- parts
-
(and 1 more)
Tagged with:
-
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
I'd say a single 1.25m mount, but you'd have to make sure that engines placed there won't have their tankbutt sticking out the side (grumble grumble shouldn't even be there in the first place grumble).- 863 replies
-
EngineThrustControl by HoneyFox. From memory, no GUI, it's all config based but it does taper off thrust with time.
-
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
Link please?- 863 replies