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KSP2 Release Notes
Everything posted by BudgetHedgehog
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Good stuff, thanks for doing this!
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
Not yet, which is why I hadn't said anything until now; I haven't had the chance to properly test it. -
I was under the impression KerbalStuff automatically creates a CKAN file using information entered about the mod when uploading it.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
I've noticed that when I set transfer alarms at the main KSC screen. Set them up, go do whatever, quit the game, come back, they're not saved. I thought I was going crazy, thinking 'I coulda sworn I set those alarms..' -
HDYPOTD: How do you pronounce the -apsis twins?
BudgetHedgehog replied to Superfluous J's topic in KSP1 Discussion
Most of the time, I just say AP and PE. -
Now that's a pretty planet...
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CoMOffset = 0, 0, -0.5 Note sure what directions those are, but I'm guessing X, Y and Z offset. EDIT: or at least, that used to work 8 months ago. No idea if it still does now.
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Space station corruption
BudgetHedgehog replied to leepfrog's topic in KSP1 Technical Support (PC, modded installs)
Just a guess, but does your space station contain parts that, in 0.90, lacked an IVA and now in 1.0, have one? Like, the Mk2/3 crew cabin or mobile processing lab etc? Because the second link you provided says changing INTERNALs of previously-launched vessels produces this error - adding an IVA could be classed as changing its INTERNAL.. EDIT: Also, what with the many and wide-sweeping changes to the game 1.0.X brought, it's probably best to start anew anyway as all crafts will behave differently, parts have different stats etc. -
To be clear, this is a stock KSP issue, not a user-induced one. It's due to Squad resizing the small reaction wheel (the one in the craft used to 1.25m, not 0.625m) a few versions ago, but not updating the scenario and craft used therein - it still references the part named 'sasModule' which is the tiny one and not the 'advSasModule' which is the 1.25m one. The parts either side are spaced out because that's where they were when the RW was larger and, due to not updating the craft, that's where they remain. The legs though, I've no idea. Could be a similar problem and the craft just needs to be updated (by Squad).
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Contract Pack Help
BudgetHedgehog replied to Reolos's topic in KSP1 Technical Support (PC, modded installs)
Probably. Though without details on what specific steps you took, it's difficult to say which one you missed. Did you download the most recent versions? Where in Gamedata did you put them? What contract packs were they? Some require specific tech nodes to appear - have you unlocked those nodes? Have you read and followed the sticky on how to get support (hint: no, you haven't). -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
BudgetHedgehog replied to NecroBones's topic in KSP1 Mod Releases
Correct - the station should load with no errors. However, it uses a part that will likely not be in the next release of FT+ so it's best to save them sooner rather than later. -
[1.1] RLA Stockalike 13.4 [25 Apr]
BudgetHedgehog replied to hoojiwana's topic in KSP1 Mod Releases
Hooj, you should call it Lang -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
BudgetHedgehog replied to AlphaAsh's topic in KSP1 Mod Releases
Axes (/ˈæk siz/, rhymes with taxis)- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
BudgetHedgehog replied to AlphaAsh's topic in KSP1 Mod Releases
That's a stock bug.- 872 replies
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[WIP] Nert's Dev Thread - Current: various updates
BudgetHedgehog replied to Nertea's topic in KSP1 Mod Development
Peas and rice, I'd underestimated the size of the MkIV-2... that's bloody gigantic! -
HotRockets! Particle FX Replacement + Tutorial
BudgetHedgehog replied to Nazari1382's topic in KSP1 Mod Development
The problem was posted on the last page and the solution provided at the top of this one. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
Replace. Those are some pretty models! I do question the use of the fans in front - wouldn't they normally be hidden from view? Attach a fuel tank in front and you can't see them..- 863 replies
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
BudgetHedgehog replied to NecroBones's topic in KSP1 Mod Releases
There are few people I have little respect for. Among these are: People who update mods with no backup saves (seriously, it doesn't take 30 seconds to copypaste a savefile. It should be habit to do so every time you quit KSP) People who don't read mod update news ("ooh an update! I don't need to know what's new at all, just install whatever you want into my Gamedata!") People who install a mod (either via the CKAN or manually) and don't subscribe to the forum thread. In short - catering for everyone leaves everyone dissatisfied. Save-breaking updates to mods happen often and as long as you give sufficient notice and warning that if you install this update, existing vessels may break, there's not a lot you can do. People don't read things and are stupid - cater to this as best you can, but don't compromise on quality in the process. Another option is to include a 'Deprecated' folder that has the parts, but not in the tech tree or editor list so old vessels still load but new vessels use the current parts (B9 did this for R5). Again, make a note that keeping the Deprecated folder around increases memory usage and will be removed in the next update (include an additional README in the folder that says this if you want, but again, people don't read things). If, despite all the warnings and information available weeks in advance, people still complain that an update broke saves, there's really not a lot you could have done. As long as you can say 'well, I did say this update would break saves, like, a month ago here', they don't really have any kind of argument. Then again, I'm terribly cynical, so meh. -
It doesn't, those are two separate things. The air density difference has a much bigger effect when parachuting because you're not piloting the craft, you're removing quite a large variable. The original question was 'given that air density affects parachutes, does it also affect ascent?' - the answer is yes, of course, but during ascent, your piloting has a much bigger effect on ÃŽâ€V requirements than air density.