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Everything posted by BudgetHedgehog
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I know, this is exactly what I've been telling people and is what I always do. But like I said, you can't stop people blindly copying across Gamedata folders. The only reason I made this suggestion in the first place is because I've seen complaints about MJ breaking a lot recently and it's always been that people have overwritten Toolbar with an older version. I never said it was a serious issue, I just requested that the download does as much as possible to not break other mods. I hadn't read the thread, no, so if Navyfish won't include Toolbar in the next update, that's all fine and dandy and my suggestion can be ignored.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BudgetHedgehog replied to damny's topic in KSP1 Mod Development
This will add the BTDT to pods and probes: @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = SCANsat sensorType = 32 fov = 1 min_alt = 0 max_alt = 2000 best_alt = 0 power = 0.01 scanName = BTDT scan } } That should work fine. -
... That's exactly what this mod is currently doing. If some mods bundle an older version because that's only what they compatible with, then the problem and fault lies at their feet and they should update their mod to be compatible with the latest versions of dependant mods. As far as I can tell, DPAI is entirely compatible with the latest Toolbar yet is distributing not only an outdated version of it, but a version that breaks another mod. To me, that makes no sense. EDIT: Could you tell me what your other mods are that bundle Toolbar? I can go badger them to update too, but off the top of my head, I can't think of any.
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I don't use DPAI but I've noticed an inordinate amount of people having problems with MechJeb after installing DPAI. The reason is because MJ has a soft dependency on the Toolbar but only works with the latest Toolbar so when people install DPAI, they end up overwriting the working Toolbar with an older version that breaks MJ. So my request is simple - update your download to include the latest Toolbar please. People end up breaking MJ after they install this and then think MJ is broken so they ask for help with MJ and bother sarbian when actually, it's this mod that broke it (well, not actually this mod, but something it's bundled with). I know, this could be resolved if people actually looked before blindly copying across Gamedata folders but you can never trust people not to be silly. Besides, it doesn't really make sense to be distributing an older version of something anyway. Thanks
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Test of continuing KER developments [0.24.2]
BudgetHedgehog replied to Padishar's topic in KSP1 Mod Development
Awwwwwwwwww yeeeeeeeeaaaaaaaaaah.... thanks! -
Rock Gardening Tips? (FAR)
BudgetHedgehog replied to Zeroignite's topic in KSP1 Gameplay Questions and Tutorials
I'd love to say mine, but they're not. I'm afraid I haven't even gotten near an asteroid yet -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Releases
So you'll be pleased to know that Scott Manley is now using BA (he says so in the latest Interstellar video, ).Party time, I reckon. -
FAR: What flight profile is appropriate?
BudgetHedgehog replied to Ice30's topic in KSP1 Gameplay Questions and Tutorials
Yes indeed, but then you're carting around a heavy engine when you could be fine with a lower thrust and lighter one instead -
I completely understand the mechanics of it, I just don't have the time or patience to sit and not be able to do anything for 15 minutes. I find it much easier personally to leave it scanning while I do other things instead - like sleep. Reading the wiki? What, this one that shows no more information about the scanning parts than the in-game right click menu does? Yeah, I've done that. What's your point? I know a 100% complete map is nearly pointless but that still doesn't stop the fact that I'm forced to not do anything while it's scanning. Entirely by the way, Majir, I know it sounds like I'm saying you made the concious decision to do things this way, but I do recognise the limitations of it. When I say you have no plans to change it despite all the requests, I know that's because implementing it is very non-trivial and no-one's found a workable solution yet so you have no plans to change it. So yes, I recognise the limitations of it but that doesn't mean I still don't find it annoying though. It's more the situation that I'm annoyed at, rather than the non-implementation of scanning-while-not-active.
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It's literally in the OP. Or get Active Texture Management. EDIT: Completely unrelated, but I didn't want to double post: I have a question about the SRBs. The description says they burn at 50% power for X seconds and then 100% for Y seconds, but in game, I don't see a difference in thrust nor is there anything in the cfgs that would seem to allow this. And slightly related, if indeed they do change thrust, wouldn't it make more sense to burn 100% then 50%? Seeing as you're getting lighter, the TWR is naturally increasing.. doesn't make a lot of sense to raise it even more than necessary, especially with FAR installed (but even in stock, you'll have to end up feathering the throttle even more to say at terminal velocity). And if they don't change thrust, why say they do in the description? Not complaining or anything, just wondering, really.
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Finding Tiny Asteroids?
BudgetHedgehog replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
It spawns exactly the same as every other asteroid i.e randomly. -
Rock Gardening Tips? (FAR)
BudgetHedgehog replied to Zeroignite's topic in KSP1 Gameplay Questions and Tutorials
and should give you some idea and inspiration (warning: contains naughty words ) -
Broken Inline docking port?
BudgetHedgehog replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
Yeah, TE can mess with the inline port. Mainly because in stock, the docking port is not meant to be used, so any mod that changes that is going to have to hack around that. From memory, getting the port usable was a real pain for toadicus. EDIT: found a link -
FAR: What flight profile is appropriate?
BudgetHedgehog replied to Ice30's topic in KSP1 Gameplay Questions and Tutorials
Incorrect. The CoM should always be as high as possible to make it more stable. Drag should always be as low down as possible to increase stability further. It's similar to how planes work - if the CoL is too close to the CoM, it's unstable and likewise, if the CoT is too close to the CoM in rockets, it's also unstable. If you want an easy to imagine example, try balancing a broom on your hand. You'll find it's easier when the head is at the top because the CoM is further away. So the payload needs to be low drag and high mass, the lifter stage should be as light as you can make it and have more drag. Easiest way is to put fins as low down as possible. As for the launch profile, you should turn about 5-10 degrees once you reach about 80 m/s. Basically, don't point your rocket outside the prograde circle, at least not until you're out of the thick atmo. Try and keep your time to AP at about 40-50 seconds. If it goes higher, point down more. If that means you're pointing down a lot, throttle down instead. But really, the perfect gravity turn should be executed without SAS on at all - once you have a good starting angle and speed and as long as you ride the throttle, the rocket will turn itself and it'll be glorious. Could you post a picture of your rocket? There might be something about the design which makes the turn more difficult than it needs to be. -
As mentioned, StretchySRBs (which is actually being replaced by ProceduralParts) covers most of these, but it'd be nice to have the ability to switch fuel in stock too.. would help cut down on part list clutter, for a start. And the fuel usage bit.... That would require a whole rewrite of the fuel usage code becauuse as it stands, fuel flow logic is complicated (just ask Kashua).. I'm curious how fuel lines effect rocket performance though, as they create no drag and have no mass.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BudgetHedgehog replied to damny's topic in KSP1 Mod Development
Just so you know, OrbitalDebris is recompiling RPM to work with the dev builds of MJ pretty much as often as sarbian can push new dev builds of MJ. Might be worth talking with him/nicking his dlls. -
I'm guessing the 'title' line. It's something that the KW fairings and B9 Cargo Bays have in common (B9's bay just contain the word 'cargo' in the name line, but KWs fairings title line contain the word 'fairing' and B9's bay's title line contain the words 'cargo bay' which are both strings recognised by FAR). I could be entirely wrong though.
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Move RCS tanks to Control part tab
BudgetHedgehog replied to DeMatt's topic in KSP1 Suggestions & Development Discussion
You're entirely welcome to and in fact, I'm glad you have. It's a massive oversight on Squads part (have engines in one tab and their propellant in another) that thankfully is easily fixed and, thanks to ModuleManager, future-proof to boot.