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KSP2 Release Notes
Everything posted by BudgetHedgehog
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Are you Alt+Tabbing away from KSP and this shows up when you come back? Because KSP doesn't really treat RPM with much grace when Alt+Tab is used.
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[1.12] Extraplanetary Launchpads v6.99.3
BudgetHedgehog replied to taniwha's topic in KSP1 Mod Releases
Call me crazy, but if I send a craft to another planet (without either testing it on Kerbin or even deploying it in the VAB...) and I find the drill is on upside down, but I'd put that down to my own stupidity, not the mods parts or lack of documentation about usage instructions. As for orbital pad, yeah, I can see people might put it on back to front, but to be brutally honest, if you need instructions that consist of 'make sure you put it on the right way round', maybe orbital construction isn't for you. Personally, I see that as useful as something like 'in order to transmit MegaJoules, you need to have a transmitter' on KSP Interstellar's wiki. Yes, it's useful but it's also blindingly obvious. Yes, it's true that in a previous post in this thread, I expressed a desire for a wiki of sorts, but that was more of a 'what parts need what resources? How do I use the recycling bin?' kind of question, not a 'how can I tell if my drill is upside down?' kind of thing. I asked about the bin because the most detail I could surmise from posts about it was 'get close to it'. That, to me, is inadequate usage instructions. On the other hand, a drill should be fairly easy to operate and troubleshoot. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Well, I certainly remember reading posts about it so I'm presuming it was left in in one of the dev builds.. I can't update MJ because it breaks RPM compatibility so I wouldn't know for sure. But yes, a debug feature like arrows to show where servos would rotate would be massively helpful to users, seeing as we can't use the servos in editor mode. -
I rendezvoused in Eve orbit (for the first time ever) to refuel my tug for the trip home. It made me feel like I was rendezvousing for the first time ever again, seeing a familiar sight above a different planet to Kerbin. I'm very pleased with myself Plenty of leftover fuel and the next transfer window back is a year away, so I think I might go and visit Moho. I also made a little picture to help other people understand bi-elliptic inclination change transfer orbits:
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
MechJeb's bounding boxes that is uses to calculate safe distances when docking were a debug feature (I think accidentally) left in by sarbian that the community seems to really enjoy.. Just sayin' -
[1.12] Extraplanetary Launchpads v6.99.3
BudgetHedgehog replied to taniwha's topic in KSP1 Mod Releases
Are you seriously saying people can't know how drills work without written instructions? That's it, call me Wonko The Sane from now on. I'm building a house called The Outside of the Asylum and framing your post above the inside (outside) front door. EDIT: For posterity: -
Mechjeb not working in Career Mode
BudgetHedgehog replied to r1chman10's topic in KSP1 Gameplay Questions and Tutorials
In the words of Keith Urban, I hate to say I told you so.. -
Mechjeb not working in Career Mode
BudgetHedgehog replied to r1chman10's topic in KSP1 Gameplay Questions and Tutorials
Make sure you have the latest version of the Toolbar, too. -
Problem with the "big" decoupler
BudgetHedgehog replied to Tokay Gris's topic in KSP1 Gameplay Questions and Tutorials
Yep, it has no physics significance. This causes a lot of stack overflows when it's used (presumably because it is an active part, rather than say, a battery or a thermometer. The structure of the ship depends on the decoupler, seems a pretty silly idea to remove the need for calculating its physics). Thankfully, it's a very easy and quick fix. More info can be found here. Also, check out the 0.23.5 common problems thread. -
Problem with the "big" decoupler
BudgetHedgehog replied to Tokay Gris's topic in KSP1 Gameplay Questions and Tutorials
Yep, the new decoupler is physicsless. To fix it, find it's cfg file (under GameData\NASAmission\Parts\Size3Decoupler\part.cfg), open it in a text editor (like Notepad) and find the line that says PhysicsSignificance = 1. Either comment that out (add "\\ " to the start of the line it's on) or change it to 0 and your problem will all be solved. -
What a bizarre question.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BudgetHedgehog replied to damny's topic in KSP1 Mod Development
BTDT - senses and identifies anomalies (needs to be within rendering range) Multispectral sensor - detects the different biomes (from orbit, can't remember ideal altitude) -
Still waiting on that Spaceport upload that was going to be up within a few hours 25 hours ago...
- 3,403 replies
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- renaissance compilation
- visual enhancements
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My only complaint is that the screens are too far away/small to see properly. Also, shame that the main display is a HUD ladder style, rather than a navball.. I find it a lot harder to pilot that way.. That said, it's a wonderful piece of kit - the interior looks amazing (loving the little storage boxes on the lower deck!) and Squad should really take some ideas from this into consideration when they inevitably make their own 3m capsule. I know they won't, but hey ho.. Also, I've found the only thing that lets it down is the lack of 3m parts to complement it, specifically 3m RCS tanks and a 3m orbital engine (like the 909 or Poodle). Low thrust, high efficiency kinda thing. Seeing as the only engine candidates are 2m, I can't use KWs radial 3m SAS units either because it's a conic fuel tank.. I think Squad really jumped the gun on these 3m parts, it's woefully underdeveloped. But that has nothing to do with this mod, it's amazing stuff! Hard to believe it has such a small footprint too.. excellent work guys!
- 786 replies
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Eh, Green Skulls latest configs include an exception for ALCOR now so IVA is readable. Exterior is just a little fuzzy but I can live with it.
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Or rather, Anvil Rockets is incompatible with FAR. Seeing as FAR automatically checks part names for words like 'fairing', 'bay', that kind of thing, if the part name doesn't have it, FAR won't treat it as such and parts inside the fairings will not be shielded. I don't know what the setup for the actual fairings themselves is, I think they need to have a FARDragModelDefault module or something applied to them. Ferram can be more precise.
- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Better Atmospheres Development Thread
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Development
It'd be nice to, but I don't think I'd have the time. Take this guy instead: -
Better Atmospheres Development Thread
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Development
It better not be me... -
Is the Mun supposed to be this sparkly? I have the settings on half res, if that helps. Full res kept crashing my game :/
- 3,403 replies
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- renaissance compilation
- visual enhancements
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Just to let you know, docking in this thing is a breeze Just.. the information it gives, the presentation, the props... Seriously, Squad should just hire you like today. I can't wait for the 2m pod..
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Just a minor niggle - when I have Antennae Range installed, Fusebox no longer detects stock antennas. I presume this is due to the fact it changes ModuleDataTransmitter to ModuleLimitedDataTransmitter so it'd be nice if you could make it Fusebox checks for that as well. Love the new look of the GUI by the way, it's a lot easier on the eyes.