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Everything posted by BudgetHedgehog
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Also, the no lift arrow is intentional.
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- aerodynamics
- ferram aerospace research
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Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
BudgetHedgehog replied to HafCoJoe's topic in KSP1 Discussion
Kind of - that Resource = Ore thing is more to do with the fact you can mod in other resources (like Water or Propellium etc). There's just one stock resource, Ore, that is multi functional. Up to you to add and change things around to be able to mine and convert LOX into breathable air. By all accounts, it's trivial to do so, can probably expect such a mod within a day or so of 1.0 release. - - - Updated - - - I do remember Max saying that maaaaaaybe Engineers will be able to build stuff outside of the VAB.. -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
BudgetHedgehog replied to HafCoJoe's topic in KSP1 Discussion
If the same mechanic used by the fairings, I believe only on mouseover (subject to change or correction). -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
BudgetHedgehog replied to HafCoJoe's topic in KSP1 Discussion
IIRC, the fairing parts are considered the same as broken solar panels - they exist, but once they go beyond the physics bubble, they are deleted forever. Temporary debris, no Kessler Syndrome here. Also yes, pls merge this thread into my Summary? -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
BudgetHedgehog replied to HafCoJoe's topic in KSP1 Discussion
Ah, good explanation for that - completely missed any mention of fuel cells. -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
BudgetHedgehog replied to HafCoJoe's topic in KSP1 Discussion
Hello everyone and here's the Squadcast Summary for this week! Sorry for spelling mistakes, I'm a terrible transcriber. I try and clarify what is an actual quote from Max (if it's wrapped in "quotation marks", it's the best transcript of an official Squad member you'll find on the web), and what is a summary from myself as I'm aware I switch between the two with 0 notice. When I say 'Squad', I mean 'the relevant people who are currently developing the game'. As always, this is just a transcript of an off the cuff vlog of a non-native english speaker - some details may change or be entirely incorrect. HearthstoneSquadcast Summary for 2015-04-18 - Watch it here! Let's just un-mute and hello and welcome! So about the failure state for a 1.0 career mode - if you run low on funds, you are offered a solution like a loan - massive hit in rep for some funds. It's not something you can do more than once or twice though - "in general, a couple times will mean you'll be b-b-b-b-b-boned" (I'm guessing the rep hit is massive). Something about a countdown.. I personally am very confused by.. hey, 10 new 1.0 pictures! Contract system is changed - pre-determined initial contracts will no longer be dependent on the previous one being completed - once you've launched your first vessel, the game will auto-payout (no need to even accept) contracts such as Reach Xm or Escape The Atmosphere as soon as you yourself reach that. Reach space on your first launch? Have all the rewards for the Reach Xm and ETA as well. Thumbnails for saved crafts in the editors are a thing. New delta-v maps will obviously need to be made due to the new atmospheres (but these will be unpredictable.. obviously). With a good GPU, you may see some improvements in 1.0, but really, if you're chugging, it's likely other bottlenecks like the CPU. The Round-8 "Lifesaver" tank... Squad were astounded at the community feedback for the change - "what are people saying? Are we making a bad call? But they also think we need a bigger xenon tank.. so por que no los dos!" The ROUND-8 will stay an LFO tank (and be re-balanced)! And Squad are adding a new large xenon tank! Hooray! (stay tuned!) Why no procedural parts? Squad feels it removes the lego feel and gameplay restraints - fuel tank this big, engine this bug, boom done, Squad like to see the solutions people come up with fixed sizes of things. New aerodynamics is fully configurable - adding a cfg that can be edited as you, as a player, desire. Too hard or easy? Change it! Loading times - much improved. Like seriously. If a completely stock 0.90 game will load in 40 seconds or so, 1.0 loads in 12s. DDS and optimisations ftw. Picture time! (thanks to /u/Iamsodarncool and /u/Roverdude_KSP for the pics) New large xenon tank! And in action! Mk3 wing parts - elevons, shuttle tail, intake, wet wings! Craft thumbnails! Utility bays! Protect anything in them from heat and aero forces, fairing transparency! Ablative heatshields - don't use them more than once! Resource collection! Limited but massive amounts of Ore on a 'roid- Class E will last you quite a while (Ore can be converted to whatever propellant you want). Surface drills arrest your motion as well (no mention of any limit). Here's what they look like in the part list! Fairing separation! Keep following the countdown, goodnight! P.S. reminder to go rep your favourite modder or forum user as well- 303 replies
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I type (faster than writing) and it's incomplete sentences like 'probe for science and ore, cursor, airflow would break things apart if launch, fairings, inefficient, expensive, build with clicks, move, click'. Thankfully, there's a fair amount of not a lot going on during Cast, so there's plenty of time to flesh them out then. I've never needed to rewatch a Squadcast before I post a summary.
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No idea, wasn't mentioned. I hope not or the texture's moddable - personally, I think they're not the best looking parts around. Squad would be wise to look at blackhearts or Vens pFairings texture, they lok much nicer. Yeah, it takes a few minutes to turn my hastily typed shorthand into actual readable sentence
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Hello everyone and here's the Squadcast Summary for this week! Sorry for spelling mistakes, I'm a terrible transcriber. I try and clarify what is an actual quote from Max (if it's wrapped in "quotation marks", it's the best transcript of an official Squad member you'll find on the web), and what is a summary from myself as I'm aware I switch between the two with 0 notice. When I say 'Squad', I mean 'the relevant people who are currently developing the game'. As always, this is just a transcript of an off the cuff vlog of a non-native english speaker - some details may change or be entirely incorrect. Squadcast Summary for 2015-04-11 - Watch it here! "You know, it generally works better if I turn my mic on..." The start was mainly setting up the current mission - capturing an asteroid for an eventual space station. Also, stay tuned for a sneak preview of fairings.. Axial tilt for planets - last time they tried it, Unity didn't really like so it's something they seriously have to consider. There are currently no dedicated heatshield parts, but it's apparently pretty easy to config-bash say, the fairing parts, to act as one. Hopefully all players like the aero and heat - the default settings are apparently enough to overheat and break up a spaceplane/Shuttle re-entry (though that could be because Max isn't terribly good at this game..). It's looking pretty good, way more advanced than current stock aero (not that that is difficult). It even affects EVA kerbals. There's no real clarification from Squad about kerbals and their lives/biology because they prefer each player to have their own canon and having a set backstory would ruin that. Tier 0 buildings (the Barn) - you recall they're being redesigned to a higher standard? Well, it's such a big redesign that, not 100% sure but, it maaaaay be that they don't appear in 1.0. If that's the case, they'll be in the update after 1.0 for sure. 1.0 preview videos when? When they're done Fun fact: Squad sometimes actually uses Danny2462's videos for bugfixing. If they can replicate the steps and consider it severe enough, they will patch it. But sometimes, they just think 'oh, attaching 2 claws to a kerbal breaks the universe? How about you just don't do that..' Squad has patched a whole ton of bugs and RAM leaks - "KSP is behaving waaahaahaaay better now". No 64bit yet though, not yet. Another fun fact - Squad have fixed the flag planting animation so it doesn't clip through their helmet anymore. Good stuff. Anyway, fairings! This is probe to get some science and at the same time, look at the general mineral contents of the planet to check for ore. Gives a rough sense of scale for the clamshell scanner. Also, check the cursor! Just one of many tiny tweaks in 1.0. So yeah, how do we launch this in the new aero? Well, we could launch it as-is, but the airflow around it would be awful and likely tear things off, so let's put a fairing round it: First off, this is an awful, inefficient, and expensive example of 1.0 stock fairings. The way you build them is with your mouse - click on fairing base, it follows the mouse around. Click to make an 'anchor', move the mouse to somewhere else, click again to anchor again etc.It's like join the dots, but you decide on where the dots are. But wait, weren't the fairings parts? How can I fiddle with the insides after the fairings are set? Boom. From anchor to anchor is a part and by mousing over the fairing, the parts will separate like shown to allow you to change parts inside of it. Interstage fairings are a thing - Squad is giving you a tool, up to you how to use and abuse them. They fully expect players to come up with some unexpected and creative use for these procedural parts they hadn't anticipated. Want more of this kind of thing? Keep an eye out for teasers released soonTM So that's it from Max and another episode of Squadcast. I'm Owksp and you're welcome. P.S. As with last week, the amount of rep I get from these posts can be overwhelming, so go find your favourite forum goer, be it a modder, builder, moderator, whoever and rep them as well. They deserve some love too, thank you.
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Wing parts: why the dark borders?
BudgetHedgehog replied to Azimech's topic in KSP1 Suggestions & Development Discussion
I always thought it was to help limit z-fighting.. -
Kerman*. Also yes, I approve of this.
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
BudgetHedgehog replied to ensou04's topic in KSP1 Mod Releases
This version works in 0.90 and the maintainer, dxdt, hasn't been active since November last year. -
Big big big big big big trouble
BudgetHedgehog replied to AlextheBodacious's topic in KSP1 Gameplay Questions and Tutorials
I don't think the Patcher will work - if I'm understanding OP correctly, the file is still a .mu and uncorrupted, the Patcher won't change anything. What I think OP wants is for Notepad or whatever to stop being able to open .mu files. If so, there's a workaround I found on Google (assuming Windows 8.1 here, but earlier Windows could work similarly): -
See below.
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[1.0.3] Editor Extensions v2.12 - 23 June
BudgetHedgehog replied to MachXXV's topic in KSP1 Mod Releases
R. It got made a stock thing. -
Retroburning. Put separtrons or whatever so they thrust retrograde, once in orbit, release payload and then fire the separtrons. Don't even need to turn round as you're (hopefully) facing prograde still. Course, depending on the rocket, you may need bigger/more separtrons, but you only need to get the PE below 21km and it'll be deleted. You don't need to care about populated areas (disregarding the fact there are none) as the thing can and should be considered unable to survive re-entry.
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
BudgetHedgehog replied to ensou04's topic in KSP1 Mod Releases
Thank you! I'd like to, but I'm not sure I could make a different enough version of the default vibrations and rumbles and I'm quite happy with those. One comment on reddit was that overall, it could benefit from more bass, so it might be worth EQing the lower frequencies up or adding in a low rumble or something, I dunno.