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KSP2 Release Notes
Everything posted by BudgetHedgehog
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Broken Inline docking port?
BudgetHedgehog replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
If it's any help, the node attachments are exactly the same as in 0.23. -
Because the update made destruction-by-high-dynamic-pressure possible. Basically, if you're going too fast for your control surfaces to cope, they'll break off. To fix it, you need to change your craft and/or your piloting skills.
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That can be fixed thusly (copy and paste this bit into the relevant section): CONTEXTREDIRECT { redirect = btn1, pluginScanSAT redirect = btn2, pluginSmartASS [B]//redirect = escape, menuPlugin[/B] redirect = home, menuDefault } Commenting out that redirection in the Vessel View section of the Page E functions section of the MFD40x20.cfg in Gamedata/Hyomoto/MFD fixes it. EDIT: Oh and I think the idea of IVA resource transfer is absolutely genius. Should totally be done for the next update..
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Refueling
BudgetHedgehog replied to KvickFlygarn87's topic in KSP1 Suggestions & Development Discussion
Correct me if I'm wrong as I don't 'do' planes, but why would you want to refuel and then launch a landed plane again? Surely you'd have to either recover it (to change it e.g. the contents of its cargo bay... even if you don't recover it, you'd have to launch a new one with the changes which kinda defeats the purpose) or, if it's a Kerbin explorer type thing, you'd need to build something that can take the Science data from it so why not make that a refuelling truck as well? You need to recover SOMETHING to get the Science after all... If you're in Sandbox mode then the first would apply to you and in Career, then either would apply. I mean yeah, with enough foresight, you could make a crane thingy that can replace the old payload with a new one but again, why not make that a refueller as well? Don't get me wrong, I like the idea of a fuel depot at KSC, and I'm sure you can MacGyver one together with a modded-to-contain-an-ungoldy-amount-of-fuel tank, wheels to move it out the way and KAS for the hose etc and I really kinda make something like that now, but I don't really see the need for it. -
Might be a nice idea - "Show detailed drag/lift values" checkbox in the settings menu. Ferram, get on it! EDIT: I should probably check what FAR actually contains before I start suggesting features for it..
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Install the version of FAR that had it?
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It was a debug option accidentally left in by ferram. Sure, it was nice to look at but ultimately, it wasn't intended for release.
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Move RCS tanks to Control part tab
BudgetHedgehog replied to DeMatt's topic in KSP1 Suggestions & Development Discussion
Indeed it's not. In fact, I've been using one for a few months now: @PART[*]:HAS[@RESOURCE[MonoPropellant],!MODULE[ModuleCommand]]:Final { @category = Control } Also: @PART[ionEngine]:Final { @category = Control } @PART[*]:HAS[@RESOURCE[XenonGas]]:Final { @category = Control } The xenon engines and tanks make more sense in the control tab. I have enough stuff in Utility. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
It's a known bug. From the OP: -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
BudgetHedgehog replied to sarbian's topic in KSP1 Mod Development
Sweet! Time to get stuck into the debug menu and get those exhausts going. Thank you! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
Heheh, I find it funny funny the the post immediately after the one that says 'make the experimental version the official 0.23.5 to stop people having problems' is about someone having problems because they're not using the experimental version. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Upload it to pastebin or similar if it's small enough, or failing that, just on any file-sharing site like mediafire. Just somwhere where we can see what it contains (hell, if it's realy small enough, copypaste the contents into a post here between [CODE] tags. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
In the KSP_Data folder in your main KSP install folder. It's a .txt file. -
I managed to land a probe on Moho once. Once....
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Then you're piloting/designing your ship wrong. But yes, it can be changed in the setting but more than that, I'm afraid I can't tell you as I don't really 'do' planes.
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I'll stop you there and say no, there is not. Plenty of people have asked/requested this, it has not changed, nor do I see it changing in the future. Which is a real shame because as it is, keeping the scanner as the active ship is literally being forced to do nothing for ages. You can't change orbits, switch ships, warp too fast.. you just sit there and watch it until it's done. I usually just set up a scanner with an edited scanrate to be 0.01 or so, whack it on as high a warp as possible without missing hexes (I think it's 100x) and then just leave it going overnight.
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CONSPIRACY! It was planned all along, the Spaceport news was a fake!
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Extraplanetary launchpads help
BudgetHedgehog replied to Clockwork13's topic in KSP1 Mods Discussions
If you have no workshop attached to your ship, then command pods will act as crude workshops, providing you have ModuleManager installed too. Obviously, you need kerbals to make things, but make sure they're at least fairly courageous and are less than 50% smart (higher stupidity means lower production). -
Now I have Texture Replacer installed, I kinda want to make a kerbal head that has grey thinning hair, grey stubble, wrinkly skin.. just so I can look at him and think 'poor guy.. I hope his staff is nearby so he can EVA easily..'