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Everything posted by BudgetHedgehog
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
No, ModuleManager and KER can and do run completely separately. It's when you install ModuleManager and then remove it that you get problems as MM creates it's own tech tree to load which the savefile then uses. Remove that and the savefile then has no valid tech tree to load. KER is completely innocent and irrelevant in this. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
Specifically, this is the problem: File 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../GameData\ModuleManager.TechTree' does not exist When you removed ModuleManager, you removed the tech tree it was using. Put that file and MM back. -
What is next platform, that KSP will be ported to?
BudgetHedgehog replied to PatPL's topic in KSP1 Discussion
Well, I for one won't be content until they bring it to the OUYA. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
Post your output_log.txt file somewhere accessible. That will show what's going wrong. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
Those cfg values are, as of KSP 1.0 unused. In stead, the game calculates a parts shape automatically and assigns a drag cube to it. These are the drag cubes for KERs parts: PART { url = KerbalEngineer/Parts/Engineer7500/part/Engineer7500 DRAG_CUBE { cube = Default, 0.2473499,0.9958926,0.2092445, 0.2483356,0.9259904,0.1785163, 0.07118542,0.9374977,0.2245481, 0.07118542,0.947473,0.5290721, 0.09238428,0.913208,0.433746, 0.09238428,0.9737182,0.2975699, -0.01382188,0.01758459,0, 0.1731282,0.5843801,0.4430536 } } PART { url = KerbalEngineer/Parts/EngineerChip/part/EngineerChip DRAG_CUBE { cube = Default, 0.01638621,0.9574983,0.330694, 0.01638621,0.9598562,0.2212557, 0.1645844,0.9880887,0.1310383, 0.1653374,1,0.09951028, 0.01599753,0.9719145,0.204602, 0.01599753,0.9565312,0.3259358, 0.001806375,-0.009674875,-0.0005987473, 0.4066688,0.05123883,0.4066688 } } Those numbers mean various things, but the good news is, for rectangular boxes, they're usually pretty accurate. 150m/s isn't that big of a loss, really - you could easily gain it back with a different ascent profile, or you could lose that and more on a poor one (yes, I know you use MJ for launches, but still). -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
It's a stock problem. Something to do with Unity not liking things. -
I dunno.. those engines are mounted midway, the tailplane is mounted on top, it should be fine...
- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Ok then, update it to 1.0.X yourself. You'll need to rebalance every single part stat (mass, thrust, Isp, cost, heat production and conductivity, lift amount, tech tree location etc) and make sure they all work sanely, convert all textures to dds, slightly modify all Mk2 connections and their models, add custom drag cubes to the cargo bays and make sure the automatically generated drag cubes for other parts make sense, update the abandoned KineTech and ResGen plugins as well as ensuring comparability with the still working km_gimbal plugin, add in all required parts stats (like ModuleSurfaceFX, bulkheadProfile etc) to the configs, update the IVA configs to use the latest (non backward-compatible) RPM, make sure the texture/mesh switching is compatible with the current Firespitter (or finish development on the custom switcher plugin) as well as making sure all dependencies on MFT/RF/DRE/FAR are correct and working etc etc...- 4,460 replies
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Subject Change: Docking Port Magnetic Kraken Drive
BudgetHedgehog replied to selfish_meme's topic in KSP1 Discussion
Yeah, don't ever tweak the force to 0. Weirdness ensues. Go for the lowest you can without hitting 0, that'll get you the closest you can get. -
Squadcast Summary 2015/08/07 - The Duna Attempt
BudgetHedgehog replied to Superfluous J's topic in KSP1 Discussion
They're (pretty much) all available to watch on the KSPTVs Twitch profile, under 'past broadcasts'. Here's the link to this one. Anyway, nice work again, 5th. Excited to hear 64bit news, especially stock clouds (possibly), EVE is the one mod I would choose to run if I could only have 1. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Even if it's visual only? Bearing in mind I think that the old landing gear had toggleable (non-functioning) heatshielding and that both Firespitter and InterstellerFuelSwitch can switch textures...- 4,460 replies
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It's incredibly possible. There used to be a mod for it - TTs NeverUnload - but that's been abandoned (no idea if it still works, but the code looks simple enough. That's if you can get it - it was only on Spaceport with ARR so yeah.. good luck)). There's a little bit of weirdness when you switch to a really far away thing as the terrain detail is really low there so you may be underground or metres above it, but it works exactly like you outline in the OP.
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I did say don't ask... Well actually, it was a mistake. A friend was picking the parts, chose that OS and was like 'yeah its ok, they usually ask if you want to install the 32bit or 64bit version, it's fine'. It was not fine and as soon as I got home, I ordered the 64bit version which now completes my beast.
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I would then question the benefit of hauling the dry mass of empty SRBs to Eve to fill them with a less efficient version of liquid fuel which I would need to convert anyway.
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If I can make fuel, oxidiser and monopropellant from Ore, I see no problem with KSP allowing the production of Solid Fuel either. However, as pointed out earlier in the thread, the only places it's useful are Kerbin (where you can get it easily anyway) and Eve. Though, chances are, if you're going to be mining on Eve, you'll probably want to go for the higher Isp Liquid Fuel which you'll need anyway.. So yeah, 'why not? Doesn't seem worth it for me, but I've no problem with it being a thing'.
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Do you have ModuleManager as well? If you do, post a log file and pictures (of your Gamedata folder and in the VAB etc). If you don't, get it.
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Almost captured with no injection burn!
BudgetHedgehog replied to X-SR71's topic in KSP1 Discussion
He said don't trust it, not don't use it. Use it all you want, but know that it can be, and sometimes is, wrong.