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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Works fine, you just need to update the KAE dll.
  2. The version number comes from a .version file, not from the dll - they're two separate files. Unless you download an updated one, or change the file yourself, it will show the version number incorrectly. Well, I say incorrectly - it shows whatever version number is reported in the .version file. This may or may not be correct depending on how how old/new it and the dll are (as mentioned, they're not linked in any way).
  3. Apparently, this is a known problem. The problem seems to happen when KSP is located in a folder with restricted access so Windows DEP prevents the loading of the config file - copy and paste KSP to your desktop, a USB stick or external harddrive and try again (or you can try uninstalling KSP and reinstalling). Also, this seems to happen more to the Windows 64bit version than the 32bit one. See here for another player with the same problem.
  4. 1, I can't see pictures that are on your computer. You need to upload them to an image sharing site, like imgur.com 2, As a total guess, are the parts from B9? If so, install/update the Firespitter plugin.
  5. Interesting, as Ven hasn't touched the DTS antenna and commsDish16 is the longAntenna.
  6. Not that I'm aware of, just gotta wait for it to be updated, I guess. The only thing I can suggest is to remove all non IR configs for TweakScale or/manually creating new parts at different scales a la old Infernal Robotics and removing TweakScale. SpaceY and KWRocketry?
  7. It's called VirginGeneric.dll from Virgin Kalactic. But yes, it is broken.
  8. The following disagree with you: @MODEL,* { @model ^= :^Squad/Parts/Aero/advancedCanard/model:VenStockRevamp/Squad/Parts/Aero/advancedCanard/model: } @PART[AdvancedCanard] { !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Aero/advancedCanard/model } }
  9. Is it just me, or is the advanced canard not getting a new texture? AFAICT, it's still the stock one: vs the stock If this is it's new texture.. can it be changed? You can see how much it stands out against the Mk2 lighter grey colour scheme, it looks like the texture isn't even loading (admittedly, this could be the problem).. Also, excellent work on the HotRockets, Sage! I'm in awe!
  10. Ahh, I see now. I don't know if moving them to the Toolbar is best, but certainly they could do with some attention. That's some nasty overlapping/rendering there, good spot.
  11. "Forbidden. That’s all we know." (still giving a 403 error. Why not just use imgur?)
  12. Same thing for me. This is annoying, I only use the mod for tweakscale robotic.4 pages back, I wrote this: It never hurts to read the last few pages of a mod thread and/or search to see if your query has come up before.
  13. I keep wondering why people think the airbreathing engines are OP then I remember FAR halves the thrust on them.. and they're still pretty OP after that. Though, that's mainly for gameplay reasons, I reckon - 1 engine to get plane up to high speed, another to be a sc/ramjet or similar to really push the edges of atmospheric ability and yet another to get to and work in space.. so, 3 different kinds of engines, all needing to provide sufficient and symmetric thrust.. I, for one, would like spaceplanes to be feasible. I assume people have made them with AJE so I know they're not impossible, but I'd still like that level of realism to be left to mods. High-performance turbojets is an acceptable break from reality for me, personally. EDIT: You can always make the Nuke use just LF as a propellant or there's Near Future that includes Liquid Hydrogen tanks and a patch to make the LV-Ns require them. I found that a lot more exciting because it meant that I could use the LV-N fuel to refuel my conventional lander and biome hop that way.. It also removes the nuke as the One Vacuum Engine To Rule Them All as it's no longer feasible to use them to push heavier payloads around so you'll need conventional chemical rockets for that.. yeah, I recommend it. As for long spool down time, that can be achieved with ModuleManager: @PART[nuclearEngine]:Final { @MODULE[ModuleEngines*] { %useEngineResponseTime = True %engineDecelerationSpeed = 0.21 //same as stock turbojet spool down, with no spool up. Lower number means longer spool down time } } That should do it, but I haven't tried it. I like this idea and I think a small spool up should happen (as with all rocket engines, I guess) and I, for one, will do something like this for myself. Thanks for the idea!
  14. Personally, I'd have preferred them to scale up the system to keep the 4.4km/s number rather than nerf the engines. Or hell, just pick another number and stick with it. Or don't pick any number - 3.5km/s isn't 'cheating', it's what happens when the air acts like air rather than soup. Have X.Xm/s as the ÃŽâ€V to orbit and concentrate on making sure the engines are balanced against each other than against an arbitrary 4.4km/s. Not only because it's easier, but it means vaccum operations isn't as affected. Whatever the final ÃŽâ€V to orbit is can and will change and is irrelevant. What matters is that no engine is OP or useless and making sure that they meet that arbitrary 4.4km/s value means you're going to end up with unrealistically nerfed engines because the scale isn't right (see first sentence). - - - Updated - - - I don't see how getting an extra 1km/s ÃŽâ€V is harder - it's easily achieved by linking side boosters to the core, for example. Asparagus staging, onion staging, whatever. It's just a case of adding more fuel and putting an engine powerful enough to lift that extra fuel effectively. It's not difficult by any means. Granted, it might be for a new person, but you can blame that on the lack of rocket info (dV, TWR etc). Reaching orbit with a more realistic atmosphere will be harder anyway (no more '45 at 10k' or asparagus pancakes, for example) so having new players have to cope with realistic actual gravity turns rather than pitch programs while STILL requiring 4.4km/s.. well, let's just keep in mind Squad made 50% throttle the default "to help newbies, you know?".
  15. Also, you'll need KER v1.0.14.1. The 0.6.X.X versions don't have it.
  16. While I obviously can't speak for DaMichel regarding this mods scope, the OP says it "[d]isplays essential information for piloting space planes, so you don't have to keep "immersion breaking" GUI panels open". I would consider having VOID/KER readouts as some of those immersion breaking GUIs open, as well as them not being terribly useful for spaceplanes. When I pilot a spaceplane, I don't need to know my latitude, biome, surface TWR or whatever - I need to know my AP/PE, air intake and flight status. This mod does it perfectly and personally, I wouldn't want it to bloat up with information already provided in other mods I have installed. Also KER has 2 HUD elements similar to VOID, but those are entirely configurable in both content and placement. Have you considered using those instead of VOID?
  17. Apart from the goo and Sci Jr, there's science icons used for the contracts in Gamedata\Squad\Contracts\Icons - would it make sense to use them (if you're allowed)? I'm sure someone could make good and Sci Jr icons if needed as well.
  18. Stock SPP RPM configs, courtesy of nli2work.
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