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Everything posted by BudgetHedgehog
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Squadcast Summary (2015-03-28) - Back With A Bang Edition!
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
It's not so much that, it's more that I want other people, people who I personally feel deserve it more than me (i.e. every modder ever), to get some as well. Also, regarding the name, RoverDude has said on reddit that it's trivial to change it. Which is nice, it's good to be able to so easily suit KSP to personal wishes. Might be bit confusing for newbies as Ore is more 'building' than 'refuelling' overall, but I can live with it. I forsee one megahuge FAQ about little things like this in 1.0, it's a huge gameplay changer. -
Squadcast Summary (2015-03-28) - Back With A Bang Edition!
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
Because reasons, I guess. If it's half as moddable as Roverdude has said, changing the name will literally be one line in a config somewhere. I don't know though, obviously. I'm guessing at no EPL type of stuff (at least not just yet) but yeah, kinda disappointed at the name. Bear in mind the old resource map with its great names, it's a kind of 'eh, good enough' name, I feel. YMMV. -
Squadcast Summary (2015-03-28) - Back With A Bang Edition!
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
Ta, added a mirror to the OP. -
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'. Also apologies for the lack of activity on my end - RL has taken a turn for the worse here. I'd rather not explain, but I'll try still bash these summaries out 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 2015-03-28 - Watch it here! Today, we're going to talk a little bit about development, at the end, we can see Valentina in game Not much info about fairings, maybe something next week. The way you build them with your mouse is incredible, RoverDude is in love with it. SoI changes right now are annoying - high timewarp transitions cause massive disruption. The ship goes through the transition faster than the physics can keep track of. The game will now compensate for that and it'll be a lot more seamless. The end result is something that a lot of people in QA are happy with. Having a toggle for the AP/PE numbers, rather than having to re-enable them every time you re-enter map view - "having a toggle for those might be a good thing for the game." Better DX11 support - not 100% sure, but some changes to how the game works, Mu's DDS loader is working great, it brought "some graphics enhancements you should all enjoy". A bunch of memory leaks have been fixed in 1.0, Squad are crazy happy with how fast the game loads and how efficient it uses its assets. PJ and frizzank have been incredibly awesome with their IVA implementation, it really doesn't eat up as much RAM as you'd expect. Max isn't a fan of MechJeb - he likes his "incapable hammy hands to get all over everything and mess it up", he finds that enjoyable. There again, he is "easily amused".. Is there a plan to make Gilly and Bop (the 'asteroid' moons) actually look like asteroids? "Well yeah, that's the thing... [gets distracted by current playing]' Current playing, you say? Takes up a solid 30 minutes of time, just fine tuning the asteroid intercept, not a lot else. You know how some options aren't available in the flight scene and can only be changed from the main menu? Yeah, that's to do with changing dll files and that can't be done in flight, it just can't. Sorry. Anyway, Valentina! Here she is in-game: Also look at her here! Yeah, she's a confirmed badS Oh, you noticed the resource scanner? Yeah, it's called Ore for definite now. Once you've gotten a rough idea of where it is, this narrow band scanner will give you an 8 degree band high def scan of the ground below so you can easily fine tune your landing using the onboard camera in it. Anyway, that's it for a wonderful return of Squadcast, I'm OWK and you're welcome. P.S. I've been feeling a little overwhelmed by all the people who rep this simple transcript so if you do rep this post, I'd like to ask you to go find your favourite modder, be it ferram4, sarbian, NathanKell, taniwha, nightingale, whoever.. go find them and rep them as well. They deserve it too, thank you
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Up to you - if you want the IVA to be actually functional with gauges and buttons and stuff, you need the props. If you want just and empty wall in the shape of ALCOR in front of you, don't install them. The props download has all the lights, switches, gauges, buttons, screens, etc.. all those kind of things.
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You need to make sure you have the IVA patch or yeah, it uses the stock IVA. Your problem is an installation one, not a mod one.
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How to NEAR?!
BudgetHedgehog replied to quasarrgames's topic in KSP1 Gameplay Questions and Tutorials
Heh, I was going to use the Honda jet as an example but I couldn't find a picture of it that didn't look photoshopped. -
How to NEAR?!
BudgetHedgehog replied to quasarrgames's topic in KSP1 Gameplay Questions and Tutorials
Why not? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
You need to enable that setting in KAC itself (the AppButton dropdown in the settings) -
Oooh, looks fun. I like these changes, especially the brake-rudder % and the roll-yaw converter.
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Electricity Generators
BudgetHedgehog replied to -RanZ-'s topic in KSP1 Suggestions & Development Discussion
I see you people haven't corrected this oversight.. { MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 2.0 } } }@PART[liquidEngine3]:Final -
HI I'M BARRY SCOTT AND I'M HERE TO TELL YOU ABOUT INTUITIVE MANOEUVRES! Have you ever pulled the normal so hard it became prograde? Or been frustrated that manoeuvre node editors are displayed with the post-manoeuvre trajectory, but the manoeuvre burn is calculated from the pre-maneuver trajectory, thus resulting in a discrepancy between what you want to happen and what actually happens e.g. pulling normal just adjusts inclination while keeping the pre-manoeuvre SMA? THEN INTUITIVE MANOEUVRES IS FOR YOU! pls Squad fix this error. it's really annoying
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Quality Mods Sharing Niches with Stock Features
BudgetHedgehog replied to JedTech's topic in KSP1 Mods Discussions
1, Fair enough. I don't see how any of those are in danger though, save for maybe DRE as we know it now. 2, That decision resides with the authors. If they see that stock features are as good as their mod, they stop updating it. Nothing is lost as we still have these features, they're just stock rather than modded. If other users disagree and think stock is lacking or the author just gets bored of modding (in which case, stock features, good or otherwise, are irrelevant), the majority of licenses for the mods allow forks which means they can be picked up by others and updated/maintained. And even if they're not picked up for whatever reason, if there's enough demand for it because stock features are lacking, there'll no doubt be a mod that comes along and is a reincarnation of sorts for it (see ISA Mapsat and SCANsat). Regarding your first point, a lot of those mods do other things than just that one specific stock feature. Stock Smart A.S.S? Where's the autopilot? Where's the node editor? Where's the translatron, the Ascent Guidance, the Docking AP, throttle control, intake manager, autostaging... How is any of that in danger from the wobbly and resource-hungry stock Smart A.S.S. or the as-of-now-not-yet-implemented ÃŽâ€V display? Karbonite will be switching to the stock resource framework that the author himself is creating, FAR is in no danger as it can still be installed on top of the 1.0 aero, regardless of how good or bad the latter is. Let's pretend that 1.0 is out now. Maybe DRE in it's pre 1.0 form is obsolete, but it's worth asking yourself 'why is it obsolete?'. Is it because stock now does everything DRE did? Then why do you still want DRE in it's old form? For nostalgia? Because it's just doing the exact thing stock is doing now. That analogy doesn't really hold. There's nothing to say the animals can't evolve to co-exist and there's nothing to say that a half-implementation of one aspect of a mod's features will completely and utterly render that mod unusable and irrelevant. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Update Firespitter.- 4,460 replies
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Nooo sssshhhh! Well, Alternis had comets (with tails), Custom Asteroids has comets as well (no tails, stock 'roid model).. I've no idea how those happen though. Tying it to a specific UT wouldn't be ideal as there's no way of knowing if the player is capable of even tracking the thing, let alone encountering it, especially those with KCT where it can take years to complete the tree. But, if you could make it's orbital period line up with Jools so it would nearly encounter it every orbit, you'd just need a little nudge to get it. Though, I was more thinking of spawning it when necessary with a very high SoI entry speed (possibly retrograde and/or polar) with a PE that barely scrapes the atmo so you'd need to intercept and perform one nerve-wracking aerobrake to get it under control.. but something only obtainable via a Jool boost would be handy, I guess there's more room for ideas there. Use Jool to get out to it's orbit, use Jool or Laythe to control it or swing it down to Kerbins orbit and perform Science! there. And I coulda sworn I saw an actual comet mod here a few weeks ago, but searching gets nothing. It was actual comets with tails that point away from the sun and everything, it was nothing like the stock potatoroid.. Gah, that's going to annoy me! EDIT: Seems that comet mod (this is the post I was thinking of) is something from Kopernicus(/Tech) or something used by OPM. Either way, that's three leads to actual comets. But I'd be happy with the stock potato, really. Maybe a little remodel/retexture
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- contract pack
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So I read this post and thought this would be the place to shoot the idea: I haven't completed these contracts yet so I don't know if it's available, but one pretty awesome thing would be to spawn a unique asteroid (at the right time - you'll need the Claw and the required building upgrades etc, obviously) that you can intercept and it'd give you a higher than normal boost in funds and rep. Is it possible to get unique science for it as well? If so, specific experiments and results from it and yeah.. I think it'd be a nice addition to surveying anomalies and easter eggs. Just make it spawn on a neat trajectory, not just basically outside Kerbins SoI. But yeah, I don't know if this is good or even possible, just throwing ideas out
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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
What you could do is make Claws Bugfixes a dependency OR include a warning that if tourists do those things, peoples saves WILL break. Is there some way you can stop tourism contracts that would trigger this bug from appearing? I don't know if it's possible, but maybe checking against ProgressTracking and if something isn't present (first flyby of Moho, for example), then don't create a contract for it (yet)? Or maybe have a prerequisite that's something like 'you must've done X by yourself already if you want to do X as a tourism contract', I dunno.. My concern is that you're going to end up bloating savefiles, even those that have Claws fix installed. Maybe have a reflection check (is that what it's called?) - if it's installed, don't create new kerbals, if it is, reuse them.- 699 replies
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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
Aww yis, been longing for something like this since 0.23.5... -
4, Hindsight is 20/20.
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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
Yay, more things to do! Thank you!- 699 replies
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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
NullReferenceException: Object reference not set to an instance of an object at ModuleRCS.SetResource (System.String resource) [0x00000] in <filename unknown>:0 at ModuleRCS.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 Yeah, Monopropellant, for some reason, isn't loading. I guess the ultimate option would be to comment out or remove the ModuleRCS section from the HL cockpit cfg - that would prevent it ever needing to load and so stop the error but then, I guess you're just treating the symptom rather than the cause.. Your call, though.- 4,460 replies
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Any way to remove the green highlights?
BudgetHedgehog replied to Goffin's topic in KSP1 Gameplay Questions and Tutorials
There's Glow Suppressor that "suppresses all the glowing effects on parts: when you hover your mouse above a part, it will not glow green anymore". Could be what you're after?