-
Posts
4,216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BudgetHedgehog
-
The laundry list of Claw bugs can be found in the bug forum and I was talking about the decouplers PhysicsSignificance being, well, significant. Unless you personally edit its cfg file, you run the risk of crashing the game if you use it. Reinstalling will not fix it because it's a problem with the parts themselves and them being inherently unstable.
-
Excellent work! Looking forward to it, sir! EDIT: have you looked into making more antennas? I've been thinking about getting the RT2 parts and re-purposing them for this mod because it seems a bit odd to have one dish that can transmit through the whole Kerbol system, but the dish below it can barely reach beyond Minmus. Like, have one that can reach a few km, 100km, KSO, the Mun, the edge of Kerbins SoI, then one that can reach like half the Kerbol system, and a final big one that can do the entire thing. I mean, it might be feature creep or just plain old stealing from RT2 (well, its idea and in my personal case, its parts too) so it's entirely up to you if you want to go that route and I can understand if you don't or can't. I think I might do it for myself though, I like challenges and I think 3 antennas is bit limiting.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
New models, new shapes, new variety of turny bits and hinges. Did you see the pic posted a couple replies ago with them? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Well, that's just a texture change.. Zodius is changing the model as well and everything. Does that mean you have plans to keep your models as an alternative to Zodius's? -
@PART[*]:HAS[@MODULE[ModuleCommand]] { %MODULE[MechJebCore] { MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } is what I use. There's various others littered throughout the thread. EDIT: although mine adds it to probes as well, you can always limit it to ones that have say, crew capacity or add it to things that have command module and monopropellant or whatever.. like I said, various others littered through this thread and also on the Module Manager thread, which you'll need for this to work.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Yes indeed. Just one hinge and you can right click and make it big, normal or tiny. It's wonderful. -
HotRockets! Particle FX Replacement + Tutorial
BudgetHedgehog replied to Nazari1382's topic in KSP1 Mod Development
B9 SABREs. Also, yes, RLA seems to be fixed, thanks Nazari -
Question about aerobraking
BudgetHedgehog replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
Yup. Eve is about 43km, Duna is about 9, Jool is 73 and Laythe is about 17. -
Question about aerobraking
BudgetHedgehog replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
It's not the altitude that determines if something is on rails, it's the pressure. 0.01 atm to be precise, and 0.01 atm of pressure on Kerbin is at about 23km. -
I think random solar systems are a great idea. Don't see how they can break the community at all - to me, there's no difference between saying 'I went to Jool and this view is amazing' and 'I went to Jool in seed xxxxxxx and this view is amazing', except the fact the last is more interesting because it's something I can replicate and see for myself. I love the game, but even though the sights are all pretty, they're also the same. All the time. For everyone. Forever. I want to be able to start in a different place and think 'hey whoa, seed xxxxxxxx starts you on an very eccentric orbit close to Kerbol?! Well, hmm.. how can I do this...' - it'd bring back the feeling of starting the game anew all over again. As for new players, there should always be a default seed. When you click 'Start New' in the main menu, it should come up with a box to enter seed number. It would already be filled in as the default seed so new players don't get a different starting point to anyone else. If they're worried about helping other people out ('help me get into orbit'), it's literally a case of either saying 'help me get into orbit on seed xxxxx' or asking what seed they're using if they don't originally say. Then we can enter that seed into the text box and start a new save to find out what the circumstances are ('yeah, you've started at Eve sea level.. good luck'). I mean, they could limit what the seeds generate - for example, you should always start on Kerbin, or there should always be a low gravity moon within the starting SoI - but I think that wouldn't be as interesting. Maybe like, '80% of the time, you start on Kerbin' though I'm not sure if that's possible. So yeah, not really anything new, just echoing others thoughts. Would really love for this to be a thing and it won't break the community at all. If anything, it'll become more vibrant ('share the hardest seeds you've found!' or 'what was great about your seed?', not to mention all the related troubleshooting and help (though, it could get a bit too much, now I think about it)).
-
That would be RasterPropMonitor - that mod handles all kinds of nifty IVA stuff. Without it, you get the stock Mk1-2 IVA.
-
To be honest, none at all, because the Claw seems to bug out and destroy any and every ship its attached to and the 3.75m decoupler crashes the game every time it's used (unless you personally modify it's settings). I've intentionally avoided asteroids because of these issues. Don't get me wrong, I love the other updates to the game that ARM brought - the new physics between joints, (slightly) improved manoeuvre node logic, new parts that meant we didn't need Whackjob-esque lifters to launch heavy things into orbit - but personally, if one of the main focuses of the update (the Claw) is inherently unstable, why bother including it? Why not devote the time to either A, improving existing features or B, making it not unstable?
-
I see, very interesting... I'll keep my eyes open for when that message doesn't appear and let you know. And yeah, I've noticed that sometimes, if all antennae's are used up and I want to transmit something, it won't transmit until I manually transmit something else. It used to be put into a queue and automatically transmits once an antennae becomes free and occasionally still does.. but it'd be nice if Squad looked into the handling of false returns on CanTransmit(). Or at least not make the code private.. I would say they should definitely look into it, but I think they have more pressing issues to deal with right now. I shall indeed be more careful but I think I shall echo gmbigg's suggestion to help inform people of when they could potentially lose unrepeatable Science: By the way, thank you for the informative answers and helpful advice. It's appreciated
-
Can I just say, requiring LOS and everything makes it so much fun for me.. Right now, I'm organising a lander to rdv with the mothership around the Mun - the lander has a Comm 16 and can't reach Kerbin, the mothership (well, it's basically a fuel tank and a lab) has an 88-88 dish. It's actually quite fun to have to wait until the lab can be seen to send all my Science home.. Really made me smile when I saw the "transmitting vis Comm 88-88 on Mun Lab.." Couple of things though - I've noticed sometimes, the text says '...directly back to Kerbin' and other times it doesn't. What affects this? Also, when the antennae is out of range and you try and transmit some data, it obviously won't work. However, it appears to delete the data entirely, not keep it. I was lucky as it was a gravity scan which can be repeated, but for the materials bay and goo, it might be frustrating.
-
HotRockets! Particle FX Replacement + Tutorial
BudgetHedgehog replied to Nazari1382's topic in KSP1 Mod Development
Lovely, I'll have a look tonight, thank you -
HotRockets! Particle FX Replacement + Tutorial
BudgetHedgehog replied to Nazari1382's topic in KSP1 Mod Development
RLA engines could do with some tweaks -
RPM v 0.16 and MechJeb 2.2.1 (the one linked in the MJ OP) are compatible. If you use any dev builds of either, it will break compatibility. You need to have a SCANsat part on your vessel to open the SCANsat RPM page. Put some scanning satellites in a polar orbit and then check your RPM SCANsat page. Also, RPM only works with build 5 of SCANsat, not the technogeeky/DMagic updates That's something you have to ask of Hyomoto, the author of KSI. If you want more docking info on the docking camera screen, you'd need to edits its page text to include it. As for the blank screens, see my first paragraph - the latest dev builds of any of the three are not compatible with each other. I think it's the stock Mk1-2 pod but if you're getting that, you haven't installed the ALCOR IVA and props correctly (or at all). I think you mean in the IVA anyway... that's the only cone thing I've seen with ALCOR...
-
Can't control moon lander on takeoff
BudgetHedgehog replied to thespiff's topic in KSP1 Gameplay Questions and Tutorials
Prepare to have your mind blown: Yeah, you don't have to return those goo pods at all.