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Everything posted by BudgetHedgehog
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Yes, just delete the city lights folder in BoulderCo. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Welp, files validated successfully (my poor retextured stock engines.. ), this deleted and reinstalled, all systems go for launch. Fingers crossed! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Hmm... Is It worth trying a clean Steam install? -
Acceleration Overhaul
BudgetHedgehog replied to Duxwing's topic in KSP1 Suggestions & Development Discussion
Hmm, not really convinced by this. If I wanted Kerbals to suffer high G effects, I'd download Deadly Re-Rentry (and in fact, will, come 0.24). As much as I like killing the guys, I don't want to watch and hear them "grunt and breathe through gritted teeth with effort when resisting g-lock", to me personally, that's a bit creepy. The motion blur and other effects I think would push an already stressed system to un-usability. The part reactions to me sounds a bit useless - if it's going to break, it'll break. If it's not going to break, it won't. If it creaks and groans and everything but doesn't break, what does that achieve? I'm still in orbit/landing/whatever with nothing broken and that's exactly what happens if I don't have any audible effects. I do like the camera shake though, but it would have to be IVA only. I will admit to thinking 'is that it? Am I going up?' when I launch from IVA and I can't see out and the only info I get is from my RPM screens. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
BudgetHedgehog replied to Nereid's topic in KSP1 Mod Releases
Sounds like we need a Kerbal (Arm) Joint Reinforcement to ease the physics load! -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
BudgetHedgehog replied to Nereid's topic in KSP1 Mod Releases
It's a known bug - every time a kerbal goes on EVA, they get the 6G ribbon. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Ok, so it happened again. Various info linked below; I'd just completed a rather perfect gravity turn (thanks FAR!) up to 80km, circularized as normal, went into map view to see the inclination (so I could jettison the lifter and have it push me to 0 degrees) and boom, it happened. I got some images: And the output.log you wanted (too big for paste sites, apparently. Wasn't sure which bit would be relevant and didn't want to chop out something you'd need so it's all there. Sorry. But the launch happened at 13.18.23 and at 13.23.49, the view switches to map, then I obviously took the above screenshots. Reloaded at 13.26.05 and that fixed it. I suspect all the 'skipped frames' at the end are from where I alt-tabbed out of KSP to write this). Let me know if you need anything else -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Can't remember exactly, but I think it's just LKO. When it happens again, I'll get the output log for you. Thanks -
Scrollable Tweaks
BudgetHedgehog replied to Nuke's topic in KSP1 Suggestions & Development Discussion
Ehh... I can see that becoming a problem like it is with editing nodes in map view - I'm so used to scrolling being only used for pan up and down/zoom (VAB and map view respectively) that I don't want to accidentally leave my cursor over a node/tweakable, scroll and then get it back to how it was. Not to mention clicking is, I think, faster anyway - to empty a tank in the VAB/SPH, you could either scroll down, down, down, down and down or just click and drag it down. Doesn't seem like much of a benefit to be worth it, to be honest with you. -
As MeCripp said, RLA Stockalike fuel tanks (they're designed for probe sizes but fit the bill perfectly for this), stock 48-7S engine (retextured by blackheart), stock chute on top, stock 1k battery above the Sc Jr with a KW Rocketry 1.25m decoupler above that (because it looks nicer). That white bit between the middle solar panel and the cute is the antennae from Kerbal Space Industries (from Hyomoto). I have a variation of this with two radial chutes in the KAS box in the capsule with a docking port on top and some RCS bits around for orbital rendezvousing. I would've included some Goo containers as well but to be honest, I forgot. There's room on the sides between the tanks for them or some more fuel or whatever, though they could get in the way of the cameras on the side. Also, while playing with TweakableEverything to boost the yaw and pitch torque, I must've accidentally gotten rid of the roll torque so, uhh.. I can't rotate it, which made for fun landings! Ahh that'd be why then, what with MJ not working with RPM at the moment. Thanks for the answer and I'm excited for the next RPM!
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Showing off landers? Here's my low gravity one with about 1.25 km/s dV: Comes complete with basic science equipment and a materials bay, ridiculously stable with a low CoM and fits inside a 2.5m expanded fairing. Job's a good 'un, I reckon.
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I get that, I was kinda hoping for a 'if your craft weighs X, a torque force of Y will move it Z fast' kind of thing. I know what it does and how it does it, what I'm unsure of is how much it does. I get really frustrated building probes because I can never work out if the RGU torque will be enough to make it relatively manoeuvrable. So I put on a reaction wheel and it's super jittery. I just would like to find/figure it all out before I get to space, really. So a rough calculation is doable, based on vessel mass and torque available then.. I remember reading a post here about how the placement of the SAS units doesn't actually matter and they all provide equal force. Any ideas how that fits into this? Heh, totally agree. That said, I do rather like the whole 'I have 45 units of fuel remaining'.. It might be that the units KSP measures things in is actually called Units
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Hey alex, I noticed in the screenshot of the docking shields above and in my capsule a few days ago, where it says Liquid Fuel, Oxidiser and all that, underneath is propellant mass (stage) and I could've sworn it said Delta-V Remaining or something a while back.. Where did my dV display go? EDIT: And in the top screenshot, I think I see a 'm/s' partially hidden by the shield picture.. ok new question: how do I switch between the two?