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Everything posted by BudgetHedgehog
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Just so I'm clear on this.. You made the stock shielded docking port open the shield on AG 6, but the custom action group switch in the cockpit doesn't work, right? Does it not open when you press 6 normally? The dedicated windshield switch in the cockpit (top left): does nothing as far as I can tell - same with the capsule environment meters - just something pretty to look at and press. For clarity, when you assign them to an action group, you need to press the C1-10 buttons (I think they're A01-10 now, actually)here. The text can be changed in the VAB like so: EDIT: The covered switches are, for now, unable to be used. For now, you can pick a target without using MJ from the cockpit 'Target Selector' screen (I think), but as the switches are unusable, you'll have to open MJ menu and hit Land At Target yourself. As for the Ascent Sequence, I don't see it can work without entering the AP value and everything.. besides, if you're in IVA anyway, might as well fly it yourself and launch from IVA manually. It's a tremendous amount of fun.
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hatch protection
BudgetHedgehog replied to Kruleworld's topic in KSP1 Suggestions & Development Discussion
No, even better, fix this: -
Orbit direction indicator
BudgetHedgehog replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
I can't think of a more pointless bit of screen clutter. The only time you'd see them is in map view and there, everything rotates and orbits anti-clockwise. In flight view, the Orbital camera mode is the same one as you get on the map view screen (I always switch to Orbital in deep space and when approaching an SoI) so it's incredibly easy to orientate yourself correctly because the flight view is now basically the same as map view (when you know the rotation and orbit of everything), just zoomed in a lot so you can see your ship. Conic mode 0 shows where you enter and leave the SoI - this is only seen in map view and as long as you enter going anti clockwise (it can't be that hard to figure this out..), you'll be orbiting the same rotation as the planet is rotating. Seriously. I hope they don't implement this. If they do waste their time with this, I'm going to turn it off. -
I don't think it should be.. imagine a real life probe - once it does experiments, it can't move the data to the core. It's a probe. It has no hands. "Fair enough," you say. "Then kerbals on EVA should be able to pick up data and put it in the core themselves". First off, if you have a kerbal, he can store data in his suit anyway. Second, where do you suggest they store Mun rocks on the probe core? Yes, I know that in game, it's just an empty box, but realistically, it'd be filled with controlling stuff with no space for storing data. And before anyone says "hard to consider reality in a game with 3' high green humanoids", I like KSP to have some grounding in basic physics. However, I do like the suggestion of a dedicated data storage part. That's at least realistic and doable.
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What I don't understand is how Kerbals in seats can be considered debris in the first place as they weren't part of the ship - they are, for all intents and purposes, still on EVA (the seat doesn't refill EVA fuel, no SAS control, you take EVA reports sat in it, not crew reports, you can take surface samples...
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
BudgetHedgehog replied to Nereid's topic in KSP1 Mod Releases
Sure it's not Active Texture Management? The latest build can shrink the toolbar button. -
Well, it's intended because there's no other way to go about it. It's a game limitation rather than a Majir-induced limitation. What I did was just reduce the scan time of the scanners to like 0.1 seconds or something really low (because there's no reason they shouldn't be able to scan at high warp speeds - that IS a Majir-induced limitation, but one easily worked around and I see it as more of a bug than anything), leave it on a slightly less-than polar inclined, slightly eccentric orbit at something like 100x warp, then go to bed. Wake up and boom - a usable kethane map.
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[1.0.3] Editor Extensions v2.12 - 23 June
BudgetHedgehog replied to MachXXV's topic in KSP1 Mod Releases
The dll goes in Kerbal Space Program\GameData\EditorExtensions. You don't NEED the .cs file, I think that's just the source and is required for uploads to the forums here. EDIT: So yes, it's just what the dll was written in and how, there's no need aside from curiosity to have it in the folder (only reason it's included is because as I said, it's a rule on the forums). -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BudgetHedgehog replied to damny's topic in KSP1 Mod Development
*holds up hand* Uhh sir? I didn't get my SCANsat config... EDIT: Hmm.. it looks like it's in the very very latest ATM.. guh, how old is that, a few days? I swear I updated it just the other day.. ugh... OK all updated, SCANsat cfg present and correct, all up to speed. Thanks for the help! -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BudgetHedgehog replied to damny's topic in KSP1 Mod Development
I feel stupid, but which config do I add this to? The ATM one? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
rbray - if you can make it work, that sounds pretty groovy. Finally we might have an atmosphere resembling Venus! EDIT: after having read a few posts about 50 pages back where you polled for what people wanted and they chose volumetrics, I'd like for the lightning/rain additions to be considered next plz RuBisCO - loving the Duna sandstorms (and so are the people on reddit). One guy suggested a reason and fix for the visual distortion on the layers (linky) -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
WRT node saving.. the stock game is kinda messed up.. I posted this in the bug section, but it doesn't appear to have had any notice. Basically, the stock game duplicates nodes sometimes, it's hard to reliably reproduce, but I encountered it while setting up a burn for Moho and then the inclination change later on - both nodes made bfore I started burning, went back to my craft in map view and now I have something like 4 nodes, with two being bugged duplicates. ANYWAY, I say keep the node saving. I still need something to stop me overshooting the burn and it's nice to be able to see where all the burns for all vessels appear in time without switching back and forth. AFAIK, the stock game does neither. So yes, very much keep it. -
Docking problem (Yeah, another one :D !)
BudgetHedgehog replied to Joa2's topic in KSP1 Gameplay Questions and Tutorials
You have SAS on - with a light craft and enough SAS torque, it's enough to prevent you from docking. Turn it off and you should be able to dock. You also don't appear to have the target docking por actually set as your target. You need to do that (and set 'Control From Here' for the docking port on the craft you're controlling) to be able to dock. And daytime pictures help -
mun base - serious applications ?
BudgetHedgehog replied to Psykikk's topic in KSP1 Gameplay Questions and Tutorials
Someone did the math and for refuelling purposes, refuelling orbiting Minmus and burning from there is a more efficient way than getting to Eve and Duna. Burning from Minmus orbit to LKO then onwards is more efficient for getting to planets further away, thanks to the increased Oberth effect (takes about 200m/s to burn for LKO, but you're travelling at about 3km/s by the time you get there, as compared to 2.2km/s). But along with that, setting up camp on the Mun and everything is less efficient than all of that. So you're better off using it for refuelling and resetting ground hoppers/rovers for catching all the Science! in all the biomes. -
Does the clamp-o-tron actually work?
BudgetHedgehog replied to Derivative's topic in KSP1 Gameplay Questions and Tutorials
I can't remember where I read it here, but surface docking, unless in low-G situations with light vehicles, is basically impossible. The ports obviously have to be lined up, and even if you're a tiny bit off, the magnetic pull is not enough to shift your massive trucks, not by a long shot. Try it - hack gravity and try again. Then try it with smaller rovers. Then get frustrated because it's still not working. Point is, the trucks are so massive and have so much sideways friction that in the time you spent trying to line them up, you could just download KAS and link them together that way. Also, if you bump it once but don't connect, the pull will be deactivated and you need to move 20m away or so before you can attempt again. So yeah - you've done everything correctly (correct side facing out etc), but you'll likely never get them connected. I had so much trouble on the Mun with a lighter rover.. AND that had variable ground clearance thanks to Infernal Robotics. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Oh my goodness.... That sandstorm finally convinced me to download this.. I don't know why I waited, the high res textures are beautiful! I can't wait to get to Duna and see the sandstorms! A bit of RP with folding away transmitters and solar panels and it'll be so much fun... -
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[0.24.x] Stock ReBalance v1.4 | 11/09/14
BudgetHedgehog replied to stupid_chris's topic in KSP1 Mod Releases
The SAS parts.. is the large still as bendy as a wet noodle? Otherwise, this all seems fairly sensible.. you'd have to sort out the conflict with HotRockets though (though I wonder why it's just the Poodle...)