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Everything posted by BudgetHedgehog
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Using: Texture Replacer 1.5 KSPRC 0.1.515 Module Manager 2.1.0 No problems at all. EDIT: I hope I didn't come across as too harsh earlier, Proot. I felt bad so I left a little donation. Go get yourself some pizza or beer or something
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I believe the expression is 'duh..'. The Thor SRBs are not meant to push just one structural fuselage and the lightest probe core into orbit, they meant to help push a stack of 3.75m nuclear reactors from Interstellar or a whole other rocket into orbit. If your payload's as light as that, of course the most powerful SRBs are going to make it go far. Do the same with the stock BACCs. You'll likely get into Kerbin escape with them at least - would you call them OP? It's possible to get an SSTO with an orange tank, Skipper and OKTO probe too - are Skippers OP? No, because they're all not to be used for lighter payloads.
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And people don't read threads. They just see Distant Object Enhancement under 'Dependencies' and then ask if it's possible to use KSPRC without it. That's it, there's no ulterior motive or malevolence, just confusion. When they ask it, the simple answer is just
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I think people understand that if they remove certain aspects of KSPRC, they will not get the full effect. They just want to know if doing so will muck up the other things from KSPRC and it won't (although arguably, removing ATM would muck up the rest of the game as well.. ). The problem comes from this in the OP DEPENDENCIES: (YOU MUST INSTALL THIS BEFORE NOTHING ELSE) Yes, they're needed but only if you want everything from KSPRC. Adding a disclaimer along the lines of "KSPRC changes settings/textures in the following mods. They are obviously required for said changes to be used. If you do not install these mods, you will not have a complete KSPRC but if you're ok with that, they and their settings can safely be not installed/used." As for what I want, I'd like for Proot to A, not fly off the handle if someone asks if it's safe to not install one part of it and B, include in the OP something like what I've just written. That will answer all questions and clear up confusion about dependencies. EDIT: I see above that, Proot has indeed written that KSPRC overwrites settings in some mods. That's good, however I still feel the bit about "if you do not have these mods, you will not have a full KSPRC but if you're ok with that, that's fine." should be also included.
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No-one's asking Proot for such instructions, they're just asking if it's safe to install/use only certain bits of KSPRC. Which it is. They won't get the intended effect of KSPRC though, but I think they'll be ok with that because they wouldn't ask if they weren't. However, I think we might be hitting a language barrier when it comes to this. I agree completely, if people want to change things by themselves, they should figure out for themselves. For example, I can't just delete my previous CoolRockets folder because it contains settings for KW rockets that I made myself as well. So I know I have to move them elsewhere and work around them - I'm not asking Proot for how to do that because it's my own personal situation and I must work around it myself.
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Already have it. Already done it (several times in fact).
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I think you're a bit off target there. No-one's entitled or irresponsible, they're just confused at the term 'dependency' because, as I said, they're not what people usually refer to as dependencies. Yes, you need them in order for KSPRC to function as intended, true, but it's also completely possible to not use some of KSPRCs settings and textures (for whatever reason. Personal preference, memory limit etc). None of us are suggesting that Proot provide bespoke installation instructions for every person, because if we have all the mods required for KSPRC, chances are we know how to pick and choose the bits we want. Also, chances are that we realise this will mean an incomplete KSPRC and we should be fine that. Proot has undeniably done a fantastic job, but I and several others, think a clearer description about the 'dependencies' required for KSPRC would be appreciated. Yes, they're needed for everything in KSPRC, but some players might not want or need everything (for whatever reason) so can safely leave them out. I think Proot is taking these questions about the dependencies the wrong way - people are just confused because this is an odd situation. It's just settings/textures/artwork for other mods - if you don't have the other mods, you don't get the full pack, simple as. But some people are fine with that. No-one suggesting that he ignores a part or provides individual installation instructions, they just want clarification on if it's ok to not use some parts of KSPRC. Yes, it makes Proot sad, but they are more than able to do so with no ill effects to other stuff included in KSPRC. EDIT: FWIW, I think the atmosphere looks absolutely fine and I love it.
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But the point is they're not dependencies. Your mod will run just fine if people don't have the mods you've included settings/artwork for. Yes, they won't have the full experience, it won't be as you intended, but it's entirely possible for people to pick and choose which bits they want from this mod without any bad things happening (apart from you getting a little saddened that they don't want to use your excellent artwork). You're right, absolutely nothing here is 'needed' and commonly used, a dependency means something simply will not work without it. Yes, your artwork and settings won't work without TR and EVE etc etc, but if people don't have them, there's nothing stopping the rest of the mod working. It's a tricky situation because they're dependencies by themselves, but KSPRC doesn't absolutely require them. You can run KSPRC without some of the 'dependant' mods, you just won't get a full KSPRC. The only way you'd need all of them is if people want to have a full KSPRC. I've had to unfortunately delete Soundtrack Editor and Chatterer, because while I very much enjoyed them, I was having memory-related crashes too often and I don't play with the sound turned up anyway. The rest of KSPRC (EVE settings, RSS plugin, Texture Replacer), I'm keeping, don't worry. Yes, I know I'm not getting a full KSPRC and that it's not how you wanted people to use it, but the reality is, something had to go. Removing them didn't affect any other settings so I suppose the easiest way to word this is something like this: "To enjoy all of KSPRC, you need to have the following mods - xyz, blah blah blah, loreum ipsum - but you can safely not use/install any of the setting/textures/artworks included with no bad side effects. However, you will not be getting the entire package and that makes me sad :("
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Is the poll still open? And you can't force people to vote in a poll.. And anyway, considering that 80% of voters had either no change or a slight change, I'd say it's a pretty definitive answer...
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
BudgetHedgehog replied to Hyomoto's topic in KSP1 Mod Releases
There should already be AG buttons in IVA that you can press to toggle the AG and they're labelled as well... I think they're in all the pods, I know ALCOR has them at least. -
Nope. Unless the 5m fairings aren't big enough, I refuse to install PF. Nothing against it, I just prefer the challenge of restricted space. That, and PF can look ridiculous sometimes.
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I've been hitting a brick wall with regards to ideas recently as well.. except, I have pretty much every mod installed as well. Apart from RemoteTech2 (because I'm scared of the bugginess) and some Life Support mod (because that would just inconvenience me), I have pretty much every mod that people usually recommend. FAR, KW, EVE etc etc My issue is a kind of catch-22.. To go anywhere interesting, I need to do launch after launch and I find that tedious. I can dock and build incredible things in orbit, I just find it tedious to launch again and again. So why not just Hyperedit the assembled craft into orbit? Because then.. why go anywhere? Why do anything if I can just Hyperedit there instead (after jettisoning the various stages it would've taken me to get there of course)? I play pretty much only in career (because I like Science) and I love the first few days of a new save - new toys to play with, new choices, everything) but once I've got enough to get out of the Kerbin system and back (e.g docking ports and nuclear engines), it just becomes the whole "launch, rdv, dock, repeat and then go somewhere" thing again. I guess I could install Realism Overhaul or BTSM or something but I'll still run into the problem of once I unlock nuclear engines and docking ports, it's just launching for the sake of launching. All those mods are just a variation on the theme of the base game (not that I have a problem with the base game at all). I'd love to try something on the plane side of things because I've never really done that and with the recent update of FAR, I find it hard to resist. But then I run into the problem of decent plane parts. The stock plane parts are laughably under-developed and as for mods, I'd love for someone to point me to a mod that has the range of B9, but isn't B9. It's like the go-to plane part mod but it's A, been broken for 2 versions now (yes I know there are fixes for it but...) and B, doesn't really look nice when use with other parts. I suppose part of my problem with B9 is thanks to KSP. First off, everything in B9 is Structural but also, the games part list I think should also be overhauled. Why would I want air intakes when I'm building a rocket? Why would I want fairings when I'm building a plane? Why would I want probe size parts when I'm building a massive lifter stage? There are so many mods that should be made stock and I do recognise that Harv and the team only have so many hours in the day and I know I'm just one slightly drunk guy posting on a forum at midnight, so I'll admit I'm just rambling at this point and stop here.
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3 of my favourite mods that just don't seem to play together nicely any more. I know why, it's because MJ and SS get updated, which breaks links to them in RPM. It just makes me sad because because we have different people working on all 3 mods - there's moarDV and Mihara working on RPM, sarbian on MJ (with OrbitalDebris recompiling RPM to work with the dev builds of MJ) and technogeeky/DMagic working on SCANsat with danmy M.I.A - and I don't know how much they are talking/co-ordinating. Don't get me wrong, I think it's great that these mods are actively being worked on and updated, but every time one of them updates, it breaks compatibility with the others. I guess it's inevitable, but it's also frustrating. We either have everything working but with old versions or everything up to date but not working together. I don't know if there's a fix for it or if anything can be done about it, but I'm tired of checking all three threads for updates about RPM compatibility. I guess what I'd really like is this thread to become the hub for everything to do with getting these three to work together nicely because there's various goings-on in all three threads that people in the other threads don't know about. A central place to work around it all rather than spread out over three threads is a lot neater, I think.. I repeat, I think it's great that everyone mentioned is working hard on updating/fixing/recompiling their dlls and mods, but what I find less than great is the fact that doing so invalidates the others work. I'd like for this thread to be where everyone involved (or not) can post and see all updates and thoughts and most important of all, co-ordinate with each other so they don't mess up everyone elses work. All authors can see updates about the others and advise their users accordingly. For reference, here are some links to the latest versions of all (some threads, some posts, one neither): SCANsat v6rc1 MechJeb (thread and jenkins dev builds) RasterPropMonitor OrbitalDebris' RPM recompile for MJ dev builds
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
BudgetHedgehog replied to shaw's topic in KSP1 Mod Releases
I think it's because the trios heads have been renamed and you can't use them because the game can't see them because it's looking for what they're originally called. If you haven't renamed then, then I don't know, sorry. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
BudgetHedgehog replied to shaw's topic in KSP1 Mod Releases
Upload the screenshot to a picture hosting site like http://imgur.com/ and post the link it gives you here. -
As I understand it, the game loads a part from a cfg file, right? In that file, the various MODULEs are in a certain order. In the persistent.sfs, it includes details on ships, including the MODULEs its parts contain. If the order of those differ, the game thinks it's a different part or something and refuses to load the sfs because it contains invalid parts (I think). The problem comes when you uninstall a mod/delete a MM cfg that added a MODULE or otherwise changed existing MODULEs on a part because now, the parts cfg contains different information to what the sfs file says it should. This is just my personal speculation though, what might actually be happening could be different.
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I'd check to see if FAR is installed correctly..
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Hmm.. would something like directing the change at 'a module that has an output ratio of oxidiser' instead of the actual part work? Then you could change the input ratio to use water etc.. Something like: @PART[kethane_2m_converter] { @MODULE[KethaneConverter]:HAS[@OutputRatio[Oxidizer]] { @InputRates { @Kethane = 0 Water = 8.25 } } } } I don't know all MM syntax rules so you'll need some symbol in front of OutputRatio, but I don't know which. @ seems logical.
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What do you have in your Gamedata folder? Sounds like the contents of that have gone missing/been replaced by the FAR folder.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Excellent news -
Optimism 1-5, Hopeful 1-4 were my first major ships. Then I went with naming after Greek gods. Hephaestus, Hercules, Aeres, Aether, Selene.. the names were related to what their mission was (Hephaestus was an EPL base, Aether was my Kerbin station, Selene was my Minmus one etc).. Now, I'm in a punny mood - Dresden, Heeloo, Lindsey Mohan, The Dunat (pronounced like doughnut), Jool Never Get There etc etc..