-
Posts
4,216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BudgetHedgehog
-
Amazing find!
-
[11/26/15 Update] Say Hello to the Light-Green Group!
BudgetHedgehog replied to Endersmens's topic in Kerbal Network
Mmm, I know. But I still feel like it's not worthwhile, compared to modders like sarbian and ferram4 etc. I just listen to Max ramble for an hour and write down what he says. A gibbon could do it, yet here I am with 5 light green bars, same as NathanKell and RoverDude. Who has done more for the KSP community, me or them? Never mind, I'll just make a note in next weeks summary to tell people to go rep someone else as well, or something. Not saying like 'don't rep me', more like 'rep other people as well'. -
[11/26/15 Update] Say Hello to the Light-Green Group!
BudgetHedgehog replied to Endersmens's topic in Kerbal Network
Heheh, it feels like every Friday night, I get another light green bar.. it's insane how many people rep my summaries, I've half a mind to tell people to stop, I feel so bad having 5 green bars despite not contributing anything I see as worthwhile to the community :/ -
Help with multiple mods
BudgetHedgehog replied to Squishchin Chubbs's topic in KSP1 Technical Support (PC, modded installs)
Unfortunately, OPM uses the Kopernicus plugin and StarSystems and PlanetFactory are both incompatible with that (this is mentioned in the OPM thread). It seems you have one or the other, you can't have both. -
Too buggy to play
BudgetHedgehog replied to rovers1993's topic in KSP1 Technical Support (PC, unmodded installs)
You guys know KSP is still Early Access, right? And that huge amounts of bugs are being fixed for full release? Yes, the stock game is very buggy, but Squad knows this. There's a few plugins around that fix some of the major ones, but really, you shouldn't expect 0 bugs in a game that hasn't fully been released yet... -
Controversial opinion incoming: No. Nimoy was a great actor, Star Trek is a good.. universe thing, but personally, I think a memorial to him would be out of place and the start of a slippery slope. Out of place because well, this is the Kerbal Universe, not ours (Armstrongs monument gets a pass because they guy did walk on the Moon and I think that one man is symbolic of the entire space exploration. I read it as RIP Neil Armstrong but I see it as a monument to space flight everywhere and the advances and knowledge it's given us). I think it's the start of a slippery slope because why stop at Nimoy? Will Patrick Stewart get one? Sir Patrick Moore didn't get one when he died in 2012 but was a beloved astronomer in the UK and arguably helped inspire many younger people back then about space and the Moon. At the end of the day, Nimoy was a great actor, but still just an actor. He didn't walk on the moon, he didn't help figure out the secrets of our universe.. can we keep the memorials to an absolute minimum and only to those that actually made a significant difference to space flight? Or are we going to want a memorial for any well-liked famous person? I'm worried this is just going to be a knee-jerk reaction to some sad news. EDIT: Don't get me wrong, this is sad news and I liked Nimoy, but I do not want a memorial to him. It just wouldn't make sense.
-
I'm in two minds about that, personally. They're mining equipment, they're big, unwieldy and heavy. They're not something that could fit on a tiny rover, for example. So I would understand if it's just the one size. That said, I do like choice and Kethane handled the two drill sizes well - the smaller was still fairly large. I dunno, really.. I can't say I'd prefer 1 size because I want choice and I can't say I want choice because it'll seem silly if I could fit an entire ISRU facility on a Rovemate, you know?
-
I don't see that being a problem - all current 'Science from X' and 'Build Base on X' etc contracts are locked until you actually encounter X. Not necessarily land, just enter the SoI, but I'm hoping Squad are adding that additional requirement - no way I'm going to attempt a base on Moho when I only crashed a fuel-less probe into the surface at 400m/s. So yeah, you'll only get Rescue Leonard Kerman from Duna only once you've entered Dunas SoI, that's for sure.
-
Ahem.. the game will not build the fairings for you, merely create the (changeable) framework for you to build your own fairings as you wish. These are not Procedural Fairings, they are procedural fairings. You put a thing on the base and put the sides on them - you stack them similar to KW fairings, but have full control over how tall they are (within a predefined maxHeight) and their shape. If you want standardised sizes for payload fairings, you are totally able to create them. Ask Roverdude, it's his picture. EDIT: Talk of the devil
-
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 2015-02-28 - Watch it here! Busy busy busy week at Squad.. Update on the fairings, something like there may be a mode to build them using cursor tracking? No pictures of fairings today, not quite ready to show yet. The fairings are procedurally generated, but not automatically generated. You have to design and build them yourself, but the game helps you do that. New 1.0 animation coming along excellently, you can expect awesome things from danRosas. The Engineers Report is coming along and being fleshed out nicely as well. The Barn is being improved a lot, the soul of the models has been preserved, they have to be of the same aesthetic, but the visual quality has been improved. It's not so much a farm any more, it's more of an abandoned military facility kind of thing. It still has the farm aesthetic, but it's looking a lot better and yeah.. Looks like an abandoned military facility, has same soul of the Barn. The next update will probably take longer than any other update in KSP history. An ungodly amount of bugs have been slain, more are being lined up. Probe cores got trashed in 0.90, yes, Squad knows - they're rebalancing stuff, remember? Contract news: retooling kerbal rescue so they'll show up in different places, e.g. on Dunas surface, you show up and he's sitting by his pod. The tourism one is also being looked at - the tourist is a kerbonaut with 0 skills in anything so you'll need to be a good player to do this cheaply. It's pretty profitable, should be a big hit. The initial altitude contracts are also being reworked (like, you can automatically complete them once you accept them if you've already done it [OWK: not the best way to fix that, but hey ho]) Aerodynamic 'off' switch clarification - added a switch for modders (like FAR) that can just turn off the aero calculations full stop so they can add their own in - NOT one that reverts the atmo to 0.90 soup. Chase cam is good for short term shenanigans, but it can really mess with your depth perception so all cameras are being reworked to ameliorate this - it'll come in handy, say, for multiplayer, the ability to more easily track another object. Multiplayer: still very much in development, but is a looooooong endeavour. Like, to make it is fairly easy. But to make it stable and easily playable will take a long time. "Just give us time, guys", mmk? They just ask for your patience A few updates are in the way before we get to MP. IVAs aren't quite ready to show yet, but frizzank is not only fast, the quality is incredible. It fits right in with what Squad wants for IVAs, just amazing work. Hopefully next week Resource news! It can now also be turned into monoprop as well as LF and O. This is more than likely what the final thing will look like. There are options in-game to change colours and the raster scan lines are intentional (looks cool, and you can see the ground as well) And this is what you'll use to extract it (slightly updated/modified version of the original part) With regards to the partnership with Eucl3d, there is, as of 0139hrs GMT, an AMA going on with them on reddit, here's a small selection of what they're doing (and the missing Poodle on the KerbalX is for all intents and purposes, intentional). To get a sense of scale, the largest in the middle is just over 1 foot tall. Also, congrats to Kyasarinn for winning the Valentina's Day contest! Here's the winning entry for those that missed it: And that's it! I'll probably update the pics with better resolutions as they're posted elsewhere, probably in official threads or whatever, so check back in a few hours (or don't, I'm just a dude sat at his computer at 1.45 am).. Later, nerds!
- 104 replies
-
- 32
-
Staging Broken
BudgetHedgehog replied to MostExcellent's topic in KSP1 Technical Support (PC, modded installs)
Recently, outdated Firespitter plugins have been known to break staging (as well as not loading the IVA) when you go to launch.. course, it'd help a lot if you mentioned what mods you put it in the first place. -
crashing
BudgetHedgehog replied to MrSnappyTurtles's topic in KSP1 Technical Support (PC, modded installs)
Hi Trem, please could you read the sticky and provide the needed info, most important is the outputlog.txt, found in KSP_Data. -
I believe so, to the first and to the second, as I said, it's a KJR issue. If you want to be sure to never encounter the undocking problem, uninstall KJR. Them not undocking isn't a problem with this mod, so flidding with pruning and deleting docking ports.cfg won't change the fact that ports will sometimes stick together because that's KJRs fault. It happens with stock ports as well. Deleting KJR won't bring stock ports back, and deleting Vens ports won't make docking ports unstick. Two different mods, two different problems.
-
So, have you run the VSR_prune file at all? Also, by the sounds of it, you don't have the latest version as the Sr and shielded were both changed in the latest one. Them being unchanged at all means you don't have it. Unprune, delete VenStockRevamp folder, install 1.7.2 from Github, delete that docking ports cfg file I mentioned, then, if you want, prune.
-
A, Uninstall it (unless you're playing with RSS, it's not really needed) or grab the dev build from ferrams Github. This is a KJR issue, not a SPR one. 2, did you run the VSR_prune batch file as well? If so, run the unprune file, delete that docking ports file and run the pruner again. Also, which of Vens didn't get removed?