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Everything posted by BudgetHedgehog
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Better Atmospheres Development Thread
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Development
I can only apologise sincerely - I didn't want to stress you or anyone out intentionally, but on the bright side, it's working as expected.... right? -
Better Atmospheres Development Thread
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Development
Yup, it's called cloudLayers-dunaduststorms. I'll post pictures once KSP's booted up. I have a feeling this is about to get embarrassing though... EDIT: Uhh... I'll just show myself out and hide in that hole over here... Sorry! In my defence though, when I tried it last, I was above Kerbin and when I switched cfgs, Kerbins clouds switched too so I thought the same would happen on Duna.. I've been trying to get CoolRockets working with KW Rocketry since then so haven't had much time to explore. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BudgetHedgehog replied to damny's topic in KSP1 Mod Development
What scanners are you using? What altitudes are you at? What are you orbiting and have you done a RADAR or SAR scan of it yet? -
Better Atmospheres Development Thread
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Development
Not quite sure I understand.. it's just the texture folder, BA cfg and the Duna dust storms cfg from the EVE thread.. In game, I can choose which one I want applied, but I can't have both at the same time :/ Side note: I really much prefer Lacks Laythe (http://i.imgur.com/o52U7iB.png) but I can see I'm in the minority here so yeah, I look forward to whatever she comes out looking like (yes, Laythe is a she). -
Gotcha. I think there's what looks like cryogenic exhaust pipes on another couple of engines though (Wildcat V and XR and the Titan T1)... am I right? I don't want to waste time making nice smoke come out of the wrong place And because I haven't said it yet, I think it's so cool so much thought has obviously been put into making each detail the best it can be. It makes the whole package so much better.. my gratitude to Kyle and Winston for such an awesome mod
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Looking forward to it, my friend! -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
BudgetHedgehog replied to sarbian's topic in KSP1 Mod Development
Sure, here it is. That is the current state of all the working engines and tanks (-exhausts. You can see I started with the first one, but it's got two nozzles, so it didn't really work. Also, as I said, the placement needs to be a bit more precise). I don't know if I bothered with fixing the quads because they were so difficult to even get working. Like, in the VAB, they might sometimes have 3 or 4 effects, but on the launchpad, you only get two, and they're in different places than the VAB effects (you'll notice it's the same on the 1m twin nozzle - in the VAB, the exhaust looks ok, but on the launchpad, it's reversed and off to one side). All I really need from you is a way to make more than two effects in 0.3.. I can do placement and everything myself, but it gets frustrating when when what I see in the VAB isn't necessarily what'll be seen on the launchpad. If the ARM engines/tanks want to play nicely, I'll sort them out now (well, apart from the engine cluster). Also, I found a conflict too: whenever something gets highlighted by the Editor Part Highlighter, the effects no longer work in the VAB, nor on the pad. Not sure why. @T10M101: thank you! Yeah, I think I copy/pasted a fair amount of the framework because it was easier than writing it all out from scratch myself, so thank you for that too. Side note: if the placements are correct, then RSS engines are biiiiiiiiiig... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Only city lights. -
[1.12] Extraplanetary Launchpads v6.99.3
BudgetHedgehog replied to taniwha's topic in KSP1 Mod Releases
I think he means the base parts, which look like LLL, I think. -
Alternative tanks for Rockomax X200-16 and 200-32
BudgetHedgehog replied to mordin86's topic in KSP1 Mod Development
Nice stuff! One little suggestion: could you make them tech-tree integrated? I can do it myself, but it might be nice for other people to have when they download them later -
I don't bother with the Activate Camera bit, I just press + or - until I get to the shot I want. Delete brings me back to normal view (though I keep meaning to change it due to Abort conflicts). I know in the VAB at least, the two-cam booster cam acts as 1 cam - there's only one set of ID+/- and one FOV cone.
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Better Atmospheres Development Thread
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Development
It's so pretty! One question: how can I reduce/eliminate the tiling effects? I remember there was a fix in the EVE thread about setting scale to 15 somewhere I think, but that didn't appear to have any effect. And unless I'm doing something silly, I can't have the duna dust storms AND BA at once, it's an either/or kind thing.. help? Anyway, for Laythe, I don't think I'd like it to have a different colour like orange or whatever.. I mean, it is basically a Kerbin clone, just slightly different. Would like something like this But with more clouds, I think. Lack posted a really nice one in the EVE thread, but I can't find it now. As for Eeloo, I wouldn't mind it having a slightly thin atmosphere. Just a pale blue one, I think.. very thin. -
Landing on airless bodies
BudgetHedgehog replied to Mighty1's topic in KSP1 Gameplay Questions and Tutorials
Yes, that's it. I think it takes less dV to bring your periapsis into the ground from 30km than from 100km. Then, it's a just a case of a suicide burn when you get close. -
Landing on airless bodies
BudgetHedgehog replied to Mighty1's topic in KSP1 Gameplay Questions and Tutorials
My instinct tells me that deorbiting from 30km is more efficient, but I don't know why.. -
better crew management in the VAB
BudgetHedgehog replied to Helix935's topic in KSP1 Suggestions & Development Discussion
Toadicus of TweakableEverything tried this out. Turns out crew selection is powered by dark matter and tweaking the crew setting in editor changed all future instances of that pod. Here: -
Better Atmospheres Development Thread
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Development
I think, with 7-2, you can use both cfgs. Rename the duna one to cloudlayersdunadust.cfg or whatever, then you can put this one in the same folder as well. I THINK... could be very wrong though. -
Does this count? Other than that, I'm waiting for my Eeloo transfer window, but according to KAC, the time I should burn will need over 2km/s and it's a sloppy intercept when I get there (not to mention it's also apparently the perfect time for a Jool mission so I have to avoid that on the way, which'll be difficult.. Debating what to do - do I go to Jool? Fuel getting there won't be a problem, it's getting back. I have a refuelling drone following me, but I think rendezvousing in the Joolian system would be hard (I've only ever sent tiny little probes at once there)..
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
BudgetHedgehog replied to sarbian's topic in KSP1 Mod Development
Getting there... I want to finish off all the tanks tonight and work on the exhausts tomorrow. You may notice the lack of quad nozzles there - yeah, I messed up and can't get them back to normal (or 0.3 is incompatible with them).. so I'll have to think more on that, hrmm.... Course, the exhausts might prove troubling - if each config can only load 2 effects and I can't get the quad nozzles working, then the twin nozzles exhaust won't work (that would be 3 effects) and some of the single nozzles have two exhausts.. Hrmm indeed. EDIT1, 0208am: Why won't these quad nozzles work... I've tried everything, from naming them 1-4, in separate cfgs, all in one cfg, 2 lots of 1-2 names.. The RSS cfgs didn't work straight away either (obviously besides the placements) - in the VAB, there's 3 effects (?!) and on the launchpad, there's only 2. Grr.... EDIT2, 0215am: Well, turns out I did a good job on the tanks.. all 1m and 2m working ok (except for the longest ones). 3m tanks aren't though, the effect is above and inside the tank. Hmm hmm hmm... EDIT3, 0230am: I have discovered the debug menu and my life is transformed. This makes things SO much easier! At least with the tanks anway. Should be able to whip them up in double quick time now! EDIT4, 0251am: Yay, all tanks done! Bit of trouble with the largest 3m one though - the effect doesn't actually reach the top because they're so tall. The max value is '4' (and even that isn't quite at the top of the second tallest 3m tank) and entering a value higher than 4 appears to break it :/ EDIT5, 0300am: Course, it'd help if I'd saved the changes I made before loading KSP.. no wonder they weren't working! Ok, NOW I have all KW Rocketry straight tanks done. Feeling proud EDIT6, 0328am: Well, it turns out that until I get the 'no more than 2 effects' bug sorted, I can only get exhaust effects on max 2 engines. Some of them don't have any apparent exhausts, others have two etc etc. One thing I would like however, is more precise placement options. It doesn't like a Z offset by 0.15 and will round it down to 1. Getting tired now... EDIT7, 0347am: I can honestly see no way of getting the side tanks to work. I can make it start at the top (well, not all the way up) and follow the line of the tank down, but because there's such a difference in width between the top and bottom, anything that's just right for the top won't be seen at the bottom.. I can't really make it expand as it goes down... If I turn random up way high, it's as good a hotfix as any.. Not 100% pleased with it, but it'll have to do. EDIT8, 0400am. Side tanks as done as I can make them. All that's left for me to do now is the multi-nozzle thing. Oh, and the ARM parts. And some more fuel tanks I got today. Ugh... bed time, I think. -
Translatron -> SURF -> check 'kill horizontal speed' and make descent speed 0 -> Execute. If I'm right (and I usually am), that'll kill all velocity relative to the body you're orbiting.