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Everything posted by BudgetHedgehog
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
Thank you ever so much! Really appreciate it. Mind if I PM you my ideas for a contract pack? I'd like to know how much is possible. There's no major rush for it, so no worries if you're busy.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
Question: CC is capable of spawning stuff in orbits, right? BEHAVIOUR { name = SpawnVessel type = SpawnVessel // The VESSEL node indicates a vessel to spawn and can be specified // multiple times. VESSEL { // The ORBIT node indicates the orbit the vessel is in. The // easiest way to get this information is to create the orbit // you want in KSP (using HyperEdit or good old fashioned // rocket science), and save your game. In the persistant.sfs // file, search for your craft, and find the ORBIT node. // // Note that REF represents the reference body - but will be // overriden by the targetBody. // // The ORBIT node is not used for landed vessels. ORBIT { SMA = 1449999.99996286 ECC = 1.07570816555399E-05 INC = 0 LPE = 270.690311604893 LAN = 1.93635924563296 MNA = 1.55872660382504 EPH = 31.3999999999994 REF = 1 } Is there a way to generate them randomly but with some degree of control? I want to spawn some stuff in orbits with periapsides within a certain range (say -50km to 0), but all other parameters can be randomly generated. AFAICT, it'd always be spawned on those parameters. Now I do see the way to generate orbits, but again, as far as I can tell, this would be for stuff like the stock satellite deliveries, right? So unless I misunderstand things, I can't spawn a thing on those random orbits.. right?- 5,206 replies
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@ferram4: what's the reasoning behind the engine gimbal increase? I only ask because Vens Revamp adds specific gimbalResponseSpeeds to certain engines, would be nice to keep them (though, I guess I could just remove those lines). EDIT: I'm an idiot, I completely missed the % operator. Question still stands though - why the increase? Not complaining or anything, just wondering why.
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- aerodynamics
- ferram aerospace research
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"what I used to do in the old aero model doesn't work any more, they broke it!" Maybe they did, maybe they didn't. Maybe you should stop complaining and change the values to what you see fit or learn the new model. Also, wings=box fuselage looked ugly as sin. Wings aren't structural pieces, you're trying to emulate specially molded and curved metal sheets that either do not or cannot exist in KSP. Even the curve at a normal wing root into the fuselage is impossible to recreate in KSP and have it perform the same way.
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Hmm.. model stretching should be avoided, but the Mk1 bottom attach node.. the fix would be to move it further up, right? Because it sits a little too high on pretty much everything, moving the attach node further in would bring it closer, which would be good.. I mean, it's no big deal to offset it, but I can't remember how stock does it and I'm pretty certain that was flush.. is a simple retexture for the shield and capsule bottom doable? No model/attach node changing needed? Is that the same for all applicable engines?
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Can confirm. For those of you playing at home, these values are from 1.0 and are the first 5 lines in the Physics.cfg file (I think they're the only thing that changed). dragMultiplier = 6.0 dragCubeMultiplier = 0.06 liftMultiplier = 0.038 liftDragMultiplier = 0.03 bodyLiftMultiplier = 8 dragCubeMultiplier = 0.1 liftMultiplier = 0.055 liftDragMultiplier = 0.025 bodyLiftMultiplier = 10.7dragMultiplier = 8.0
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Agreed. They're a big change, but I think they look a whole lot better now. Stock was just a few metal tubes welded together, the revamp should (and does) bring it into the space age. I will note that the 1.25m heatshield looks odd when placed below the Mk1 pod. It should ideally sit flush against the bottom (maybe just need to change the attach node position of either one?). I do like the heatshield fairings though, they're snazzy.
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I'd say 150 m/s is a fair price for the Rule Of Cool.
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But.. landfish's plane does fly well in KSP.. gets to orbit with about 300m/s ÃŽâ€V left while carrying 4 tons cargo.
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Squadcast Summary (2015-05-02) - 1.0 Outbound Edition!
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
Thanks man, I was pretty distracted around that time (ironically enough, by playing KSP), I guess I misheard or misinterpreted something along the way. I'll add this bit to the OP, if you don't mind. -
That. Major fiddling. The MM configs are currently set up to say 'hey, [part]! Use [these textures and models] instead!'. You'd need to create new ones that define a part fully while still referencing the old specs and new textures, like 'this is a new [part] that uses [these current specs and parameters] and [these new textures and models]'. You misunderstand the use of the pruner - it renames stock textures and models (the ones that SPR replaces) so KSP doesn't load them, hence saving memory.
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Squadcast Summary (2015-05-02) - 1.0 Outbound Edition!
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
It's entirely possible I misheard or misunderstood Max - I'll have to rewatch it to be sure. -
Well isn't that a cute little son of a gun.. C'mon tomorrow, I gots some KSPing to do!
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Squadcast Summary (2015-05-02) - 1.0 Outbound Edition!
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
I feel somewhat proud that in my 25 years of life, I've watched about 40 seconds of Pewdiepie before thinking '... yeah, nah, I'm good'. Gimme Nerd3, HOC or Kottabos anyday.. -
Loading too fast
BudgetHedgehog replied to Lukaszenko's topic in KSP1 Technical Support (PC, unmodded installs)
Alright for some - I used to make myself some dinner while KSP was loading. Since 1.0 dropped, I haven't eaten for days because my dinner-prep time doesn't exist any more -
Also, since Squad have bumped the realism up a notch, until real life produces an SSTO, there's not really any grounds for complaint. SSTO planes are difficult - they're supposed to be. It's why they don't exist in real life. Jesus, it's like people have grown accustomed to some incredibly wrong aerodynamics and atmosphere model or something...