-
Posts
4,216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BudgetHedgehog
-
Nuclear engine question
BudgetHedgehog replied to nikolay-spb's topic in KSP1 Suggestions & Development Discussion
And yet we have separate tanks for liquid fuel already (for planes and whatnot). So.. why haven't Squad made the LV-N use just those? They put the tanks in, regardless of what the cfg says. They don't need a whole other resource (and anyway, they've already done the 'different kind of engine needs a different resource' thing with the PB-Ion), just make them use Liquid Fuel. Simple. -
Well yeah - they update the aero to allow flaps and spoilers to exist, but there'll be no stock way to have them. Otherwise known as 'I agree with you - polish the game, ya muppets'. You make a good point, I hadn't thought of it that way. When you add in stuff like life support and comms relays (pls come to stock..), taking time to build something becomes a pretty huge deal. Even right now, with deadlines in the 10s of years to launch a satellite to Minmus orbit and actually building and completing the contract takes what.. 10 in game days? One or both of those numbers are a little wrong...
-
Hullo everyone, and here's the summary for Squadcast 2015-02-07. Sorry for speeling 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. So, here it is, I guess... Squadcast Summary for 2015-02-07 - Watch it here! More faffing around the Joolian system that takes up a lot of Squadcast, blah blah blah, nobody cares... Been a busy week at Squad HQ! But then, when is it ever not... Aerodynamic overhaul is huge feature, required a lot of designing and testing, but everything's been brilliant so far. Mach effects are in (not the visual kind, the stuff that affects your CoL in flight at high speeds), it's been a whole lot of work. S'good stuff. Flaps and spoilers won't be added, but if you download a mod that includes them, they will function as such. Having the option to change aerodynamics should be doable - either with an in-game button or installing a mod like FAR, the aero system should remain open to modding/changing, which is good news for FAR users. Resource system is going well, RoverDude is just crazy talented. Is also now talking with PorkJet to make sure the textures for everything look simply spiffing (not just resource parts, but the landing gear and stuff). RoverDude has been kicking every butt when it comes to having the resource overlay accessible to people with colour blindness etc, along with Arsonide etc (RoverDude in the chat: "I made some tweaks so you can toggle between alternate colors.. and other surprises ;)"). Higher timewarp speeds - currently playing fast and loose, any higher and the game starts getting unstable beyond them so no plans to have higher timewarp yet. But if higher timewarps can be done and made stable, it's possible. Back when 64bit became usable, that hack, Squad got excited about it and that's how it came to exist, but as mentioned by Ted recently, a Win64 version of KSP will not be in 1.0 because it's just gotten more unstable and isn't something worthy of release any more. As mentioned before, this update will take a while. Definitely not before the end of February so don't start the HypeTrain yet. The loading screens, the blank/black ones with the little orbits in the lower corner will have little tips like in the very early versions. Such tips may include 'you can't reach orbit by going straight up', that kind of thing. Multiplayer is something that KSP will have for sure, but it'll take a while. After 1.0. But it is coming! It would be nice to have the kerbals stats mean something apart from the facial expressions, but Squad haven't decided on what exactly. Random failures is something Squad are entirely against so don't expect low stupidity kerbals to jettison the command pod halfway through a burn. Also, female kerbals will still be called * Kerman. And be just kerbals. Having a set amount of time pass between rocket design and actual construction (like KCT) is a nice idea, but it's not something that Squad is terribly interested in because they think that 'any time an obstacle is purely time based, a new player will just timewarp until it's done' Life support is something that might be added, but they have to balance it against people accidentally timewarping too fast and killing everyone somewhere. Basically, life support is a nice idea, but requires more thought and time. Overarching contracts (like 'expand [station Y] around Minmus by adding [X]') is "actually a suggestion [Kaspervld] put on the dev's list, but that doesn't mean it'll happen at all". 32bit will be optimised, Squad has a few ideas regarding this so bear with them. Also, development will certainly continue beyond 1.0, don't worry. This week was mainly physics and numbers so no juicy or interesting screenshot teasers this week (not even Excel shots of engines stats), but next week, apparently we're in for a real doozy. Remember to tune in next week then, I guess! Available as usual here at the times laid out here. See you next week!
-
Then you installed it wrong. Should be Gamedata\FASA\Misc\FASA_Launch_Clamp_125 and FASA_Launch_Tower.
-
You might want to check kOS. This is the first major error: MissingFieldException: Field '.Part.uid' not found. at System.Array.qsort[kOSProcessor] (kOS.Module.kOSProcessor[] array, Int32 low0, Int32 high0, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0 at System.Array.Sort[kOSProcessor] (kOS.Module.kOSProcessor[] array, Int32 length, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0 Rethrow as InvalidOperationException: Comparison threw an exception. at System.Array.Sort[kOSProcessor] (kOS.Module.kOSProcessor[] array, Int32 length, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[kOS.Module.kOSProcessor].Sort (System.Comparison`1 comparison) [0x00000] in <filename unknown>:0 at kOS.Module.kOSProcessor.InitProcessorTracking () [0x00000] in <filename unknown>:0 at kOS.Module.kOSProcessor.InitObjects () [0x00000] in <filename unknown>:0 at kOS.Module.kOSProcessor.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) kOS.Module.kOSProcessor:OnLoad(ConfigNode) PartModule:Load(ConfigNode) Part:LoadModule(ConfigNode, Int32&) ProtoPartModuleSnapshot:Load(Part, Int32&) ProtoPartSnapshot:Load(Vessel, Boolean) ProtoVessel:LoadObjects() Vessel:Load() Vessel:Update() Interestingly, the changelog for 0.15.6 mentions that PART.UID is now a string and will only break if you were doing math on UIDs. Do you have 0.15.6?
-
Undocking an impossibility?
BudgetHedgehog replied to Toastedbuns's topic in KSP1 Technical Support (PC, modded installs)
Do you have the latest dev build of KJR? Because that fixes a lot of reported undocking bugs. -
KSP Postmortem at GDC 2015.(Now Cancelled)
BudgetHedgehog replied to Robotengineer's topic in KSP1 Discussion
It's a very odd choice of words, but seeing how 'post-mortem' can be used in a technical sense, it kind of makes sense, though only just. It still should imply that the post mortem documentation is regarding the Early Access/Alpha development of KSP, not the development of KSP as a whole. "A project post-mortem is a process ... to determine and analyze elements of the project that were successful or unsuccessful" - given Squads statements that KSP will continue after 1.0, this is pretty clearly aimed at the EA side of things. Still, awful and misleading wording though.. -
I am saddened by this but, I'm getting bored.
BudgetHedgehog replied to LostElement's topic in KSP1 Discussion
I got bored ages ago. At the end of the day, you're just doing the same thing over and over, just the end goal changes. Well, I could build and launch a couple of ships to dock together in LKO and shoot them off to Jool, but I'm only going to visit a grey low gravity body that A, I've been to before and B, is basically no different than the Mun. Yes, there's extra steps getting there and you need more fuel, but it's just more of the same. Career mode especially, with it's 'Select Grinding Level - low, medium or high'. I think of other games and yeah, you shoot some dudes in a FPS, capture a base or whatever, but the scenery changes a lot, there's different tactics you can use, choices to make. The difficulty increases instead of decreasing. You start off with limited tech but as you upgrade and play on, the challenges ramp up appropriately. Not so in KSP - just put more fuel on and an engine capable of lifting the extra weight. I love KSP, I love the sights it can bring, I love the satisfaction you get, but after a while it just gets boring. The only time I booted it up recently was to do a reddit challenge and then to test out a bug I was reminded of (another problem I have with KSP right now). Otherwise, I haven't seriously played it in over a month. Not because I don't have the time, but because whenever I have a few hours to kill, I think to myself 'well, I could send a rocket that looks 90% similar to a previous one to the same place as the last one or to a similar place with a different background OR I could play GTA V'. Mods can only do so much - I'd love to try out RSS one day, but I'm afraid it just means more of the same, both in size of rockets and time spent launching them. That, and memory limits. So I make do with what little memory x86 offers me, try to make it a decent game worth playing and the FPS goes to about 15 on average and then it crashes. Good game, would recommend it for sure. But once you learn how to play it, there's no randomisation, no interesting quirks. Build, launch, repeat. Build bigger, launch, repeat. -
[0.90.0] The Bolt-On Mission Probe (BOMP) revival thread
BudgetHedgehog replied to jinks's topic in KSP1 Mod Releases
Here is a MM config for 0.90 compatibility. It makes all BOMPs the equivalent of the highest tier probe cores i.e. with the full range of SAS options. Mainly because they look high tech so they should act high tech No other changes to the 0.25 update, the cost/unlock tech etc are all the same as that because they're still well balanced. This just makes them work nicely. @PART[BOMP*]:Final { @MODULE[ModuleSAS] { %SASServiceLevel = 3 } } Long live BOMPs! -
The damned bug that happens when you hit a kerbal in a command seat. They're either permanently ragdolling or get knocked clear and turn into debris. Both bugs require manual savefile editing to fix. This is doubly annoying when you remember how rubbish stock wheels are, so flipping over is not only probable, it's normal. Yeah, that too - make rover wheels not suck. In other news, Bill is heading to a seismic scan location on the Mun in this first career saves rover. Well, he did for the first 2 kilometres. Then I got anoyed at both above problems and decided to cheat Unlimited EVA Fuel and fly the rest of the way there *sigh*
-
Out of date mods
BudgetHedgehog replied to adsii1970's topic in KSP1 Technical Support (PC, modded installs)
The way KSP AVC works is by checking your local .version file with an online one set by the mod author. In the case of Firespitter, that file is located here. As you can see, the version listed in there is version 7 - this is why AVC is telling you you need it. The problem is, the last proper 'release' of Firespitter included the 6.3.5 .version file which AVC is checking against that link and reporting it's out of date. This won't change unless your local .version file is changed - either manually or downloading the updated one. The quickest way to do is to download the Github master here and copy across the Firespitter-master.zip\Firespitter-master\For release\Firespitter folder to your KSP install like any other (i.e pretend that 'Firespitter-master.zip\Firespitter-master\For release' means 'Gamedata'. Do not copy across Firespitter-master/Firespitter as that is the source code and not used by KSP. You want the Firespitter folder inside 'For release'). This has the bonus of getting the updated plugin as well. -
Duplicate parts in editor.
BudgetHedgehog replied to kimbokins's topic in KSP1 Technical Support (PC, modded installs)
The parts with (x5) etc are from B9 and show the different variants of it (LFO/LF/Monoprop, raised/straight etc). If the parts when placed are flickering and clipping, it means your Firespitter plugin is incorrectly installed or out of date. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Yes, very normal. Annoying, but normal. They were made to fit the old Mk2 shape which no longer exists (IIRC, it was changed when SP+ got integrated). They need a remodel to fit correctly.- 4,460 replies
-
Let's All Show Our Appreciation For Rowsdower!
BudgetHedgehog replied to Endersmens's topic in KSP1 Discussion
Farewell Rowsdower! Congrats on your new job! Very sad to see him go though, the guy has the patience of a saint and is just generally a great guy. Will miss his presence here. Also, surprised to see so many MSTies! He tried to kill me with a forklift! -
Claw, does KerbalDebrisFix work for when kerbals are just permanently ragdoll while still attached to the command seat? Because I was just roving on the Mun and Bill scraped his head on the ground, but not hard enough to dislodge him and be thrown out. Instead, he's ragdolling in the seat and nothing can wake him up. I checked this thread and yeah, Bill's state was 'Ragdoll' instead of the correct 'Seated (Command)' so I changed it and all is well with Bill, but yeah.. KerbalDebrisFix doesn't appear to correct ragdolling kerbals like this, is that correct?