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Everything posted by BudgetHedgehog
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I propose spaceExploration, landing, or electrics (all 90 science, so Tier 1 R&D), or if we want it in Tier 2 (160 science): advElectrics or advExploration. I'd personally go for advanced electrics, because it shouldn't be too early..
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Someone has reported a bug over in the FAR thread that ferram4 says is coming from TweakableEverything: @FaterW: That indicates that TweakableEverything is updating the scale of parts way, way, way too often. There is nothing I can really change on my end, because I have to update the shape every time the part is rescaled; if TweakableEverything is rescaling parts when it doesn't have to, that's on that mod to be more efficient. My only other solution is to drop any kind of TweakableEverything / Tweakscale support. Which, given the frequency of bugs with it, might be the best option at this point. I kinda like TE and I kinda like FAR so I'd hate for support between the two be dropped..
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Hover mouse over text box and this tooltip pops up (at least for me, using Chrome) heuristic type: UNKNOWN_TYPE server type: NO_SERVER_DATA field signature: 4290505990 form signature: 12655606563469690550 experiment id: What is it doing there? Never used to be there.. if I'm unlucky, it can block view of what I'm writing.
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
God beeping beep beep beep beep darn it to heckl I am no good with Github... Hang fire, chief. Well, if you're asking.... *raises hand*- 699 replies
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As I mentioned, I would never say I don't want it, I just consider it a low priority. Yes, of course I want an ALCOR lander set, but I don't want to land it next to some hitchhiker and science lab modules, you know? I'd rather land it next to an ERS rover with some KONQUEST modules nearby.
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I see where you're coming from and to an extent, I agree, but at the end of the day, a fuel tank is a fuel tank. It hold fuel, it provides a purpose, it gets used. Alexustas's fuel tanks would be the same (though, they'd look stunning while doing that). ALCOR is a command pod but to call it such would be an understatement - it provides and is so much more than a kerbal can. It's possible to to a Mun return full IVA with it, I could spend an hour easily just looking at the interior. I wouldn't regard ERS as a way to move across the surface (like I do the stock rover wheels) because the immersion it brings is unparalleled. And the fact of the matter is that while Alexustas fuel tank would look amazing, they are literally just a place to store fuel and nothing more. To put it briefly, Alex's fuel tanks could be replaced and the thing would still function. There's no replacement for ALCOR though, no way.
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
@nightingale: I (think I) have just sent a pull request with some spelling/grammar fixes to the LowOrbit.cfg. Minor change, just something to correct in the next release, whenever that may occur- 699 replies
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Up to you, but I see it as a low-priority. There are countless fuel tank/engines mods around, there's very few command pod/colonisation/rover mods.
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I'm in two minds - you could argue that the core SFBM are necessary and make the game as intended by the devs (BandwidthFix, KerbalDebrisFix etc etc) and are just literally fixing the game so should be separate to anything that extends/enhances the game. Buuuuuuut, stuff in Plus like changing the number of fairing panels or radial chute spread etc should have been in the game to begin with so it does no harm being in the same download. But, if push comes to shove, I'd say make it separate - that way, purists can be sure they are playing the game as intended and without any major/minor bugs that shouldn't be there anyway. Up to them if they want to play without minor tweaks and annoyances or not and then, before they know it, they're pushing 3.4GB RAM usage with mods that add squeaky noises when kerbals hit the ground. Yes, StockPlus should be a separate gateway mod
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"There is nothing concerning about this vessel"
BudgetHedgehog replied to SpacedCowboy's topic in KSP1 Discussion
Another use for the report - FAR uses it to notify of large changes in cross section and other aerodynamic issues. -
Yer a wizard, ferram.. I didn't even know injecting custom reports there was even possible, let alone changing significance! Hot damn, do I love FAR... epic work, simply amazing
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Just an FYI Claw, your gimbal fix, while very much needed in the stock game, slightly messes things up in modded game. For example, in Vens Stock Revamp, all engines are already given a response speed. I don't know if ModuleManager still processes things alphabetically, but to futureproof it (against mods that come before SBFM that this would possibly mess with), the following would force the patch to run before every other one which means goodness for everyone (literally every single gimballed engine ever gets this patch and it should then be on the engines author to ensure their patch is correctly syntaxed (changes/removes their desired gimbal response speed - in most if not all cases, they aren't run on FIRST so if their patch is set up as normal, it'll run after this one and overwrite it anyway. But for patches that change existing gimbals in other engines (like VSR), they would overwrite this as well. If no patches exist for a gimballing engine, this patch will remain). So yeah, there's a massively long explanation for why your patch should ideally be run on FIRST @PART[*]:HAS[@MODULE[ModuleGimbal]][B]:FIRST[/B] { @MODULE[ModuleGimbal] { useGimbalResponseSpeed = true gimbalResponseSpeed = 2 } }
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Did you do this? If so, I love you.
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There's your problem. Do it manually then check. If you'd read the previous page, you'd see that CKAN hasn't caught the other dependency, ModularFlightIntegrator.
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[1.2] NavHud - a NavBall inspired Heads Up Display - 1.3.3
BudgetHedgehog replied to Ninenium's topic in KSP1 Mod Releases
2 posts above yours, on the 5th May, a new version was released. It's completely compatible with 1.0.2, don't worry. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
Duh doy, I should've checked this beforehand, sorry. This is why I love you, man - you see a potential problem and then not just fix it, but go and make it better Thank you!- 699 replies
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[1.1]Hullcam VDS - mod adopted by linuxgamer
BudgetHedgehog replied to Albert VDS's topic in KSP1 Mod Releases
I believe your answer lies here: -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
Could you change the contract blurb? It says 'flyby' but requires 'orbit' - those are two pretty different things and require different ÃŽâ€V budgets, especially since I think the stock game has contracts for 'Fly By's that just require you to enter the SoI - having 'flyby' in the KST contract confuses things somewhat. Just IMHO- 699 replies
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