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KSP2 Release Notes
Everything posted by BudgetHedgehog
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[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
BudgetHedgehog replied to nodrog6's topic in KSP1 Mod Development
File '/Users/[user]/Desktop/KSP Testing/KSP.app/Contents/../../GameData/ModuleManager.TechTree' does not exist [EXC 16:42:58.653] NullReferenceException: Object reference not set to an instance of an object RDTechTree.LoadTechTree (System.String filePath, System.Collections.Generic.List`1 RDTechTree.ReLoad () RDTechTree.PreLoad () RDTechTree.FindTech (System.String requiredTechId) PartListCategories.TechTier.ExclusionCriteria (.AvailablePart aP) PartCategorizer+ System.Linq.Enumerable.Any[AvailablePart] (IEnumerable`1 source, System.Func`2 PartCategorizer.Setup () EventVoid.Fire () EditorPanels.ShowPartsList () EditorLogic.StartEditor (Boolean isRestart) EditorLogic.Start () Please tell me how this is a LightsOut problem, because I just tried to replicate this (stock install with just LightsOut and no MM) and was unsuccessful - all parts loaded fine, flag was normal etc. As the error suggests, this is a ModuleManager problem. -
[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
BudgetHedgehog replied to nodrog6's topic in KSP1 Mod Development
The problem is unrelated to LightsOut - it's a ModuleManager issue. -
[1.0.2][May20] WasdEditorCamera: FPS editor controls
BudgetHedgehog replied to FW Industries's topic in KSP1 Mod Releases
I want it purely based on that gif. -
I'm not sure whether to post this in the FAR thread or here, but TweakableParachutes, where you can set the deployment time and stuff isn't updated in FARs RealChuteLite. Pre/Deployment Speed aren't changed in the RC window, regardless of what the tweakables are set as. I don't know what settings are used (tweakables or FARs RCL settings) in flight, I haven't had a chance to check.
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You should probably mention the OP under Known Issues that it's not compatible with OpenGL mode (as TR's reflection isn't).
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Can I just say, naming updates rather than just relying on numbers is a lot easier to deal with. It's way more memorable and can help with support as well - 'I have Fanno installed, is that the latest?, 'No, you need to update to Ferri' - rather than double checking of it's 0.15.1 or 2 or whatever.. Yeah, I like the named updates. Good call.
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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
Cheers for the update, those are looking pretty sweet!- 4,460 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Releases
It can easily be written to fire only if that mod is installed. If it's not, the patch won't be applied.- 1,512 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Releases
The forum demands more characters than just a simple "yes":- 1,512 replies
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
BudgetHedgehog replied to KospY's topic in KSP1 Mod Releases
What these guys said: -
Mk1-2 pod + chute, Rockomax decoupler, Rockomax fuel tank, Skipper. Launched from VAB, sent to nearby water. Esc doesn't function as it did in stock. Give me a minute to figure out why FRAPS isn't recording and I'll grab a video. EDIT: Reproduced. It occurs if you revert to launch (possibly to editor too). Video uploading now (estimated time till upload complete 20 minutes). Literally entirely stock - only Gamedata contents are Squad and WaterSounds. Here is the output log.
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This mod doesn't respect the Esc key Pause function. With a stock install, if I press the Esc key: [Exception]: NullReferenceException WaterSounds.WaterSounds.Pause () EventVoid.Fire () FlightDriver.SetPause (Boolean pauseState) PauseMenu.Display () PauseMenu.Update () Appears in the debug log and time and physics carry on as normal.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
BudgetHedgehog replied to KospY's topic in KSP1 Mod Releases
Sigh.. Update KIS. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Releases
WRT fuel switching, could you instead of making an essentially duplicate part, make a patch that adds an InterstellarFuelSwitch module to them if it's installed? That would be preferable to part bloat.- 1,512 replies
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Honestly, that has saved my bacon way more often than I've gotten annoyed at it. Really though, if you're close enough to your target that you're moving less that 1 m/s relative to it, you can probably eyeball the right direction easily enough.
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[1.2] Procedural Fairings 3.20 (November 8)
BudgetHedgehog replied to e-dog's topic in KSP1 Mod Releases
It's (partly) a stock bug that's exposed by TweakableEverything, technically speaking: As you can guess from the last sentence, TE has been updated to remove the lag. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
It would, yes. -
I too encountered this bug. I had a contract to launch the KSS, I launched the KSS (in one go), returned (not revert) to KSC and had a contract to launch the KSS again. Running KSS 1.4.1 and CC 1.1.0. Re-accepting the contract and switching to it did indeed complete the contract. I didn't dock at all, but my KSS is, at the moment, without a command module. While I can't remember for definite, I'm fairly sure I updated CC in between accepting the contract and launching KSS. Oh and also, my KSS launcher cost 66k starbucks. But the payload was literally just a Hitchhiker, lab, few solar panels and a docking port. Here's a picture of the payload/KSS as it stands now. WYSIWYG.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
0 degrees is level flight, 90 degrees is vertically down. A glide slope of 3 degrees indicates that my path (or 'prograde') is 3 degrees below level flight. A text readout is sufficient, unless you want to take over a PAPI mod