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KSP2 Release Notes
Everything posted by BudgetHedgehog
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KSP 1.0: The x64 Report!
BudgetHedgehog replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
You can eliminate it. Never had KK installed on this savegame, still experienced this bug. It's weird though - it's intermittent. First KSC screen, everything's ok. Went to the SPH, exited and the buildings initially loaded correctly, but a few seconds later changed to upgraded. Can't seem to revert it either. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
BudgetHedgehog replied to Albert VDS's topic in KSP1 Mod Releases
Ok, so I remembered incorrectly (it was almost a year ago I answered this same question, I'm sorry my memory isn't perfect). Quoting the RPM Github and/or GameData\JSI\RasterPropMonitor\ThirdPartySupport\hullcam-models-as-external-cameras.cfg here: Hullcam needs another named transform OR RPM needs to make do with what it's got. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
BudgetHedgehog replied to Albert VDS's topic in KSP1 Mod Releases
Thats a limitation of RPM and would have to come from that side. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
Didn't know about them - fair enough, the little blister pods would be ok as well then.- 863 replies
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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
Every single time the game is started, an output log is created. Everything that happens in the game is recorded in it. It can be found in the KSP_Data - please post it. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
Something like that, yeah.. Looking at them though, making them rectangular to fit in with the sides of the Mk2 might look a bit nicer (somewhat similar shape to the B9 spotlights with the cover (I can get a picture if you don't know the ones I mean), but continuing the Mk2 slope). Or something that can be slotted in line with one of the chines and not look out of place.- 863 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Wrong. -
KSP 1.0: The x64 Report!
BudgetHedgehog replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Tried it - installed all of AVP:I (including all extras), whole bunch of other mods, ATM was present only for DTX caching and stuff, no scaling or compression done. Used nearly 4GB of RAM while flying. AVP was the deciding factor - like OP, 32bit couldn't handle all of it, let alone any extras. To have that AND KW Rocketry and a whole more mods was.. good, I suppose. On the whole.. I'm actually impressed. Quick glance at stock career - buildings all level 1. Messed around in sandbox after and was pleasantly surprised. Average 40 odd FPS, but there were a few dropped frames and skips. Went to launch, took a while to load up but went fine. EVE is still an FPS killer - looking at the ground got me 11 FPS, looking at the sky got me 37. I love the fact the TextureReplacer reflections work in it. Wanted to record a video with FRAPS, but that pushed it over the edge and it crashed. Still though, what an experience - in my opinion, yes, this is more stable than previously. At least I made to the VAB this time. I'll do some more testing without EVE (I like muh framerate) because even on an average laptop, it went ok. Time to do Science.. for SCIENCE! Quick edit: map mode was insanely laggy - from 1-9 FPS, average 4. Probably due to EVE. Like I said, more testing required. EDIT2: Radial decoupler bug not present, didn't encoutner right click issue, but old one of left click not working on other applications remains. -
Where is the atmosphere
BudgetHedgehog replied to Feradose's topic in KSP1 Technical Support (PC, modded installs)
It's a known issue with FAR Ferri. Unfortunately, what's not known is the cause of it. So far, information and reproduction steps are nothing more than 'I launched a few rockets and it broke'. If you could nail down solid reproduction steps, as outlined in this sticky, ferram4 has an issue on Github you can contribute to.- 1 reply
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
Pls to make streamlined RCS blocks, would be much appreciated with FAR.- 863 replies
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Just a thought - bug reproduction steps are best dealt with in a clean environment as right now, you're basically expecting toadicus to install all those mods and try again. Some of those mods aren't updated for 1.0 yet (B9 for example) which may cause unintended issues. Also, what's TTT? You're basically saying 'an interaction with one of my 163 mods (yes, I counted them) is breaking things. Find it with no help from the log'. You're not exactly making things easy for the mod author here. Your install is already unstable ("ship explodes after time warp and refocus" bug) - might be a good idea to fix that before even posting a bug report. Remove all mods that have nothing to do with Science and are just parts (except those needed to load the station the lab is on). That would cut the list in half at least. Then, start removing mods in a binary search way - remove half of them and see if things are ok. If they are, the problem mod is in the half you removed. If thing's aren't ok, the problem is in the half remaining. Repeat the process (remove half, replicate issue etc) until you narrow it down to the problem mod. If you're unlucky, it won't take more than 7 or 8 restarts (which would be quicker each time due to the decreased mod load). Personally speaking, if someone with that big of a mod list came to me and they just said 'your mod broke things', I wouldn't bother to help them until they at least tried to help themselves.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
At a guess, that's because the animation is powered by KineTech rather than ModuleAnimteGeneric - the latter allows editor tweaking, the former does not.- 863 replies
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Phantom yaw
BudgetHedgehog replied to volcanicshrimp's topic in KSP1 Technical Support (PC, modded installs)
You've got basically no vertical stability on the craft at all. Move the tailfin backward, it might need to be bigger too. Yes, that means it'll be on the stage you decouple. No way around that. -
AntennaRange applies a little transmitter module and electricity to EVA kerbals. This is done via EVAManager. As for running out of EVA propellant, that is unrelated to EVAManager - you just ran out of EVA propellant. However, it should be noted that kerbals automatically get their packs refuelled every time they enter a crew pod (this is stock behaviour).
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[1.0.2][May20] WasdEditorCamera: FPS editor controls
BudgetHedgehog replied to FW Industries's topic in KSP1 Mod Releases
Hmm.. would it be possible to add in an icon in the gizmos for this?