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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. It is, for the most part, harmless. If I remember correctly, it's just saying it's having trouble loading Clouds because the scene it's rendering them in hasn't fully loaded yet. When the scene fully loads and physics kick in and everything, the message stops. It's certainly not something to uninstall because of, let alone stop playing.
  2. Vens Revamp enabled the Mk1-2 pod RCS thrusters and I never experienced any bugs.. The only problem was balancing them.
  3. To be fair though, a fair amount of dV to Eve orbit is required because of the soupodynamics. How much do you need to reach Eve orbit stock? About 10km/s? Knock that back to at a rough guess 8km/s and if you take off from the highest peak and you're looking at something not a lot bigger than a Kerbin launcher (say 6km/s?), except you'll need higher TWR. Granted, I havent done an Eve ascent with FAR yet, but the numbers shouldn't be too far wrong. The the hard part will be making a lander that falls pointing up and stays pointing up during ascent.
  4. You'd need to define the resources and probably experience somehow which is the main limiting factor - remove Squad folder and you remove the definitions for LiquidFuel, MonoPropellant etc, which means no engines would load at all and KSP would hang on loading. So, assuming you're ok with moving those particular folders elsewhere, a fair amount of icons are in the Squad folder too, along with some IVA props, IVAs themselves, engine sounds and effects.. I mean, contracts and strategies are there as well, so career/science mode would be right out, but I'm sure it could be done.
  5. Why just Italian? If they do that, they might as well add in Sally, Helen, Roberta, Anousheh, Kalpana, Claudie, Mae, Liu, Chiaki, Wubbo, So-Yeon.. Not that I'm against that, what I am against is campaigning for 'the first woman from a particular country in space' and not for 'first women in space'.
  6. Oh you guys... Honestly, I don't mind the time/day, nor even the location. Twitch loads fine for me and it's at a time when I don't have any real life distractions (current illness aside). I just wish that, I dunno, the format was changed somehow. I mentioned on reddit recently that the current format is fine as I take quick notes during the infodump section and flesh them out somewhat during the non-infodump sections, but one thing I found with the most recent episode was that the summary I made wasn't all that big with only a few bits of update info and the big reveals had their own threads anyway. Now, that could be down to me feeling like death warmed up, or it could be that there just wasn't a lot of update info. But I think it'd would be too much pressure on Squad and Max in particular to provide 30 or 60 minutes of non stop update info. I'd like to think that a week of coding and testing and creating could be summed up in 30 minutes, but then again, as always, some information may be subject to change or be totally incorrect... I don't want them to stop, that's for sure. But something's clearly wrong, as can be seen by the replies here. Yeah, it's a weird situation. I'm not quite sure how to improve it.. You can't have Squadcast exclusive content because A, people who miss it will feel left out (half the reson I started writing the summaries in the first place) and B, people can always screenshot or record and post it anyway.. I dunno, really.. but the KSP youtube channel suuuure is quiet. I know you can watch past broadcasts on Twitch, but it's not the easiest place to find, especially if you're not familiar with Twitch.
  7. 1, Download the x86 version of this (aggressive trades texture quality for RAM usage). 2, Add in another line (WAIT = TRUE) in the ATM config like so: ACTIVE_TEXTURE_MANAGER { WAIT = TRUE DBG = TRUE ###Section for global settings 3, Follow this excellent tip by lincourtl
  8. Can we not reduce this thread to another slap fight about females kerbals being added to the game? Cheers.
  9. True, the mistake was the deviation from original idea to final execution. They were intended to be asexual and ended up more masculine.
  10. Sorry about the delay in getting this summary up guys, I'm not feeling 100% - went to bed at 10pm last night and had an awful nights sleep. Still, better late than never! 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 2015-02-21 - Watch it here! What a week, what a week... "personal apology from Max to you guys - trying to edit last weeks episode resulted in it crashing onto itself and disappeared" but thankfully, there's these summaries which kept the information alive (OWK: you're welcome, Max!). Been a busy week, got a lot of things done by everyone, Squad can show Valentina when Squadcast ends (and they did, see this thread for the official discussion). Fun fact - the Squadcast was late because Max had to reinstall his video drivers and if he hadn't done that, he'd be streaming the QA version of 1.0 because he's having a blast with the new aero. It's quite interesting, a lot of re-learning is needed and it's quite sad to realise that things that used to work don't any more. The typical ascent still kinda works, but you have to really watch your speed, or you'll flip because of the high pressure. Aerodynamic stress is pretty fun, been interesting to see bits of rockets and planes just shear off.. Landing speeds weren't found to be too high during testing which is nice. A whole bunch of new tutorials will be coming, such as an improved one for launching to orbit to go with the improved aero. As mentioned last week, if you play carelessly in career, it's likely you will fail, you'll get a Game Over screen. As for 1.0: This is very close to the final form. From right to left, a clamshell scanner, Mk1-2 pod, resource container and ISRU convertor (not drills). There's a little omni scanner on the bottom as well. Also, meet the new set of landing gear. Presumably, they'll be balanced through the tech tree. Far left is current landing gear replacement, second one is kinda larger, better for Mk2 planes, the right one is for heaviest planes, like Mk3. Bottom left are two tiny fixed gears. Huge thanks to PorkJet for these. Not even done yet - him and frizzank working on IVAs, "we can show you those later) All the kerbals have to be equally disposable and they were originally meant to be asexual. But Squad did make a mistake and the kerbals ended up pretty masculine. So, in the interest of fairness, meet Valentina Kerman. Be kind to her, she's new to the space program: She'll be a Pilot and possibly one of the starter set, haven't decided yet. See you next week!
  11. That's the standard boilerplate text you get when you don't specifically say that a mod is working on the current version of KSP. For the record, it works absolutely fine, but the struts still use the old strut coding so may not work as intended (I haven't tried them). But otherwise, there's no problem with KWR on 0.90 at all.
  12. It's in KSP_Data and is generated and updated every time KSP is run, whether or not it results in a crash - see the bug reporting guidelines for locations if you're not on Windows. I wasn't being defensive, apologies if it sounded as such, but the links I posted show that it's due to a difference in the order the universal scale is set when you launch from the editors vs reverting to launch. Unless KSP has been changed since that bug became apparent, then it's very much present. To the best of my knowledge, and having a read through when Biotronic took a stab at this bug, it's pretty much unavoidable due to the order in which KSP loads the universe and its scale upon reload. Have a read through that support thread I linked for more info, it looks like a nasty bug to squash.
  13. No, because that's the KSP log, not the output log. As for replicating, did you attempt on a clean install with nothing but TweakScale and ModuleManager? If you want, I can upload a video that shows the camera revert bug is still present in the most up to date versions of everything, but if you could update everything and follow the instructions clearly (and read the links I posted), that would be awesome as well.
  14. Yeah, it's still present. Mainly because it's more likely due to bad coding in KSP than Tweakscale itself so you'll have to code a workaround if you want to fix it. Follow this video where I trigger the bug on a clean install (save for old TweakScale and ModuleManager). I say old TweakScale, but I just tried it in 0.90 with the version linked in the last page, the latest dev, and it's still present.
  15. The fact you even have to ask means something is wrong. For reference, it's the little cube. Hence, 'cubic'. It's like a cube. I always took the naming scheme the be the Octagonal Strut came first, then kerbal scientists made a version that looked more like a cube, and being kerbals, called it a cubic octagonal strut. It's the Cubic version of the Octagonal Strut (but there's no excuse for the Strut part.. they're trusses. EDIT: Though they're manufactured by StrutCo. I think actually StrutCo is confused as to what they're making...). When I'm talking to myself while building, I like to refer to it as a CUBic Octagonal Strut, or CUBOS.
  16. Ooh, I forgot about root part selection! Thanks for all your suggestions I just want to clarify my reasoning for asking this - I am in no way saying Squad shouldn't have bothered with these things, I was actually looking to argue the opposite - if Squad hadn't made, say, docking and plane parts stock, dockable spaceplanes wouldn't be available in stock and would have to rely on mods. It's great that Squad do this kind of thing, I honestly think it. helps KSP become better. Mods can become abandoned or break and then they can no longer be used and the game suffers for it. Honestly, Squad can just integrate all the mods ever and I'd be fine with that, but I'm really happy with what they've done so far and I hope they continue.
  17. Build a normal tall rocket, attach clamps to top, flip it 180 degrees, push it as high as possible into the roof. You'd be surprised how high you can actually make it go. Yeah, once physics kicked in, the clamps just couldn't support the torque and pinged out the ground. I did not go to space that day.
  18. Two lovely decals, courtesy of Youtube channels Proximity and Mr Suicide Sheep. Oh how I wish ship decals and plantable flags were two separate things.. it'd be so much easier.. :/
  19. Well, I suppose my question could also be phrased as 'what was originally a mod idea before it was a stock feature?'. Not specifically after direct integration (bad wording on my part), more general.. things.
  20. Well, that's easy - the aerodynamic forces stabilise your plane and the thrust, while applied off-axis to the CoM, isn't providing enough torque to unbalance the plane. There's just not enough thrust - replace the props with say, aerospikes, and you'll notice a difference. One spaceplane I made used RAPIERs that were very slightly below the CoM (it had the forward cockpit section radially mounted to the top). Worked fine in atmo and all the way to the top of the flight envelope. Switched to rocket mode and fwoomp, it flipped up and around and I was facing backwards before I had a chance to stop it. I learnt that day that angling engines is a viable tactic.
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