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KSP2 Release Notes
Everything posted by BudgetHedgehog
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More was mentioned last week, but yeah, Valentina is the codename for a specific female kerbal being added (presumably her real name as well, as that account here exists) and for the female kerbal model in general. Squad are going with, IIRC, no lipstick, rounder faces, slimmer bodies, no breasts.. basically just feminine versions of the current masculine kerbal body shape. @pxi, I don't know if mirroring is something I'm A, allowed to be and B, capable of doing. I also don't particularly want the responsibility of that as my work hours sometimes won't allow it. Sorry.
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99% sure that they're not, this is just a rename thing. Similar to how it's called a Rockomax "Mainsail" Liquid Engine, it'll probably be called the LV-909 "Terrier" Liquid Fuel Engine. That kind of thing. Also, in case you weren't aware, the Mk55 radial got a buff in 0.90 to have 5 degrees of gimbal and an Isp of 320/360. Pretty decent all around engine now. Higher TWR than the Aerospike, roughly as efficient as the LV-T45.. - - - Updated - - - Seeing as RoverDude made those and is helping make this resource system, it'd a be a bit silly to kill his own mod. As mentioned, he's leaving it wide open and completely moddable so hopefully, Karbonite should just require a tweak at most. Though, I don't know for sure. But FAR... this is something I think all FAR users are worried about, they have said they'll try their best to not kill FAR, but it's possible that they do anyway. We don't know yet.
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how do i instal mechjeb plug in
BudgetHedgehog replied to chem's topic in KSP1 Technical Support (PC, modded installs)
Holy necro, Batman! -
Hullo everyone, and here's the summary for Squadcast 31/01/2015 . Sorry for speeling mistakes, I'm a terrible transcrber. 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. Here we go!! Squadcast Summary for 2015-01-31 - Watch it here! Blah blah blah, preparing stuff for Max's burn to Jool, nobody cares about that... Little chunks of the builds are being sent to QA, right the very second, it's aerodynamics! "The overhaul is something to be very proud of". It's completely changed the game balance, right now, "no plane could resist the air around it because everything is going so damn fast and things are breaking" etc.. infinigliders, while cool, shouldn't exist so they're gone. Also, engines are currently way too OP (especially the 48-7S which is getting a severe beating with the nerf bat) so yeah.. rebalance. Max says they can't promise the game will be the same as it is now, the gameplay might change very drastically but such a thing is unavoidable. This means a lot of guides will be invalidated, previous knowledge will need to be forgotten. Navball up at mapview by default is a very good idea, Max will float the idea at the devs. This update will take a looong time. Far longer than previous updates, for example, a month of straight coding was done and there's still a load of features to complete. Stock vessels are designed to be less than perfect in a specific way - the Learstar can't actually make orbit and if you're clever, you can figure out why. All engines are getting names! The LV-909 will be called the Terrier, for example. This will help people so rather than remembering numbers, people remember names (easier to remember Mainsail or Skipper than S1 SRB-KD25k, for example). Valentina's design is almost complete, "just a few tweaks then she's ready to be shown". TimewarpTo - make a point on your orbit, like a manoeuvre node, and say 'warp me here' and the game will warp you there as fast as it can. Heatshields are being added to certain parts, "heatshields as a part maaaaaay be added, haven't decided yet" (OWK: pls squad.. ) Resources - currently a single resource (unnamed, but can be broken down to LF and O), but is left completely WIDE open to modders to make it as complex or simple as they like. Roverdude is more machine than man, immensely talented. Working hard, stuff to show. Like this: This is a probe searching for resources on the Mun #sneakypeaksaresneaky. EDIT: Rowsy has said that "This is very much a work in progress and may not be indicative of the final product, but we thought you might enjoy an very early look." so please please please, I implore you people reading this to remember that and also read the red note at the top.(OWK: Note the old scanner part present on it - this seems to confirm the fact they're bringing back between some and all the old assets.) That's should be it. Have fun, everybody!
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Crashing since 0.90.0
BudgetHedgehog replied to voodoogod's topic in KSP1 Technical Support (PC, modded installs)
1, Download the x86 version of this (aggressive saves more RAM at the expense of texture quality). 2, In the ActiveTextureManagerConfig.cfg, add a line - WAIT = TRUE - like so: ACTIVE_TEXTURE_MANAGER { WAIT = TRUE DBG = TRUE ###Section for global settings .... 3, Open a command prompt as administrator* and enter `bcdedit /set IncreaseUserVa 3072`. Then restart your computer. This basically tells Windows to increase the virtual address space available to applications to 3GB. 4, Use `-force-d3d11-no-singlethreaded -popupwindow` or `-force-opengl -popupwindow` as a launch option for KSP.exe (if your graphics card can support it) Because you have 32bit OS (and hence roughly 4Gb RAM), Windows is taking up about half of that, leaving only 2Gb for KSP which is very slightly over what the stock game needs. But, if you add in any mods, you'll likely bump up the usage to over 2Gb and cause a crash. I hope this helps *If you don't know how to do this, go to your start menu --> All Programs --> Accessories, right click on 'Command Prompt' and choose 'Run as administrator'. -
Not sure how hard you searched, but this video is linked in the FAR OP.
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Air intakes not attaching
BudgetHedgehog replied to Delrey's topic in KSP1 Technical Support (PC, modded installs)
On your OP, click Edit Post, then Go Advanced. You can change the thread prefix there. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
While you're at it, could you make hiding the KAC window persistent? It seems every single time I switch scenes, the KAC window pops up, despite me closing it beforehand. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
BudgetHedgehog replied to shaw's topic in KSP1 Mod Releases
Ven disabled the TR reflection config in the latest release due to the amount of bugs it was causing. Also, AFAIK, the main menu isn't supposed to show reflections. -
You're on a 32bit Windows? If so, you need to do a tiny bit more legwork: 1, Download the x86 version of this (aggressive saves more RAM at the expense of texture quality). I'm assuming you're running the x86 version of KSP as it makes no sense to be running the x64 version as, while it does allow more RAM usage, your OS doesn't. If you are using the x64 version of KSP though, you'll need the x64 version of ATM. Match the ATM version with the game version, in short. 2, In the ActiveTextureManagerConfig.cfg, add a line - WAIT = TRUE - like so: ACTIVE_TEXTURE_MANAGER { WAIT = TRUE DBG = TRUE ###Section for global settings .... 3, Open a command prompt as administrator* and enter `bcdedit /set IncreaseUserVa 3072`. Then restart your computer. This basically tells Windows to increase the virtual address space available to applications to 3GB. 4, Use `-force-d3d11-no-singlethreaded -popupwindow` or `-force-opengl -popupwindow`as a launch option for KSP.exe (if your graphics card can support it) Because you have 32bit OS (and hence roughly 4Gb RAM), Windows is taking up about half of that, leaving only 2Gb for KSP which is very slightly over what the stock game needs. But, if you add in any mods, you'll likely bump up the usage to over 2Gb and cause a crash. I hope this helps *If you don't know how to do this, go to your start menu --> All Programs --> Accessories, right click on 'Command Prompt' and choose 'Run as administrator'. If you don't have a 32bit OS then... I'll leave it to the experts.
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Mohocan sadly didn't make it because , as seems to be the norm, the insertion burn was on the night side and I ran out of EC and I had too low TWR anyway so the Last Of The Mohocan's crashed and burned, but I have high hopes for Sugar Coated Dunat Thanks again and I wish I could rep you more.. stay awesome
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planned mod release, please do not reply
BudgetHedgehog replied to Yemo's topic in KSP1 Mod Development
3 pages and we don't even know what this mod is about?! Wowee, OP better have something incredible planned.. -
Well, the one I had was apparently installed on the 4th January so I'm guessing it's pretty recent, seeing as the KS download is from the 5th (I don't trust CKAN to do the job properly right now).. All the same, trying it now.. OK, loaded up and Mohocan has disappeared. Sigh.. Let's see what KAC can offer me... Huzzah! That worked! Mohocan lives! *alt-tab to check* yep still there! Thanks for the pointer!
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I agree with everything in the OP. To me, the difficulty settings are more like 'select grinding level'. The higher levels don't make the game more difficult, they require the same level of difficulty as an easy mode, just more of it. That is not hard, that's just repetitive. I guess that's in part due to the insane building upgrade costs (I'm looking at you, 3 million R&D...), but contract fund reward plays into it as well. The thing is, the station/outpost contracts pay well but I rarely take them on simply because I know they can be achieved with the barest minimum and I'll never have to deal with them again. If contracts like 'add a science lab to Station X' or 'increase crew capacity of Station Y by N' then I'd be more inclined to not only take on the initial Build Station Here contracts, but to actually make them part of a progression and build them logically and easy to add to. But hey, that's another discussion for another time so I'll just yes, I agree with everything you wrote. Have some (more) rep.
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I'm having trouble with my save and I think TweakableEverything is to blame. Basically, if I try and return to a vessel on its way to Moho, I get a Hell Kraken (black screen etc) with this as the first error in the log: NullReferenceException: Object reference not set to an instance of an object at ToadicusTools.Tools.getFirstModuleOfType[ModuleSAS] (.Part part) [0x00000] in <filename unknown>:0 at ToadicusTools.Tools.tryGetFirstModuleOfType[ModuleSAS] (.Part part, .ModuleSAS& module) [0x00000] in <filename unknown>:0 at TweakableEverything.ModuleTweakableSAS.OnAwake () [0x00000] in <filename unknown>:0 at PartModule.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:SetActive(Boolean) ProtoPartSnapshot:Load(Vessel, Boolean) ProtoVessel:LoadObjects() Vessel:Load() Vessel:MakeActive() FlightGlobals:setActiveVessel(Vessel, Boolean) FlightGlobals:SetActiveVessel(Vessel) FlightDriver:Start() Here's the full output log if you want it (I tried to make a spaceplane, then gave up, then loaded up the problem vessel (Mohocan)). Plz help, I don't know what to do :/ EDIT: Also, get some coffee.
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Air intakes not attaching
BudgetHedgehog replied to Delrey's topic in KSP1 Technical Support (PC, modded installs)
I believe it's a Tweakscale bug. Remove it and see if the issue is fixed.