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Everything posted by BudgetHedgehog
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Squadcast Summary (24/01/2015) - The Valentina Edition
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
10 character limits can go jump off a pier - - - Updated - - - I don't know if Nova has any other pictures, but this is what I'm aware exists of them: -
The other two don't gimbal enough to fire through the CoM so I needed one in the middle to A, help that and B, use the unused node because FAR doesn't like those. I am aware that the real life Orbiter didn't have one though, and I don't like those engine models but hey ho.
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Squadcast Summary (24/01/2015) - The Valentina Edition
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
Wait.. GP2 was an old resource asset? -
I made this the other day. Probably the closest you'll find to a NASA Shuttle without being the CSS. 3 high gimbal SSMEs at the back with monoprop OMS nestled in between, 2 SRBs either side. Takes off like a dream, but I don't know the payload capacity. Could probably easily take an orange side to orbit though.
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No. You know how mods go in the Gamedata folder? The bat file goes in the folder above that, the main folder that contains Gamedata, KSP.exe, KSP_Data and all that jazz. Double click the bat file to run it and the replaced Squad assets will be renamed so KSP doesn't load them. That will break mods that rely on those textures (like SXT, for example) though.
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Squadcast Summary (24/01/2015) - The Valentina Edition
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
On Twitch here EDIT: Twitch is.. a little weird. To find all past broadcasts, you need to go to the KSPTV profile page and then on Past Broadcasts. Everything's listed there. I wish Squad would make a little clearer or easier to find, or put them on Youtube afterwards as well or something. -
Do you feel KSP is ready for 1.0?
BudgetHedgehog replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
The linked article, ninth question. -
Do you feel KSP is ready for 1.0?
BudgetHedgehog replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
They did say it'd be coming after 1.0 EDIT: Mind you, that article also make it sound like there'd be at least 1 update between 0.90 and 1.0 so I don't know what to believe any more. They did say that 1.0 will mean leaving EA and that the game has to stand up on it's own with all the necessary framework in place and they can't rely on upcoming features. They didn't mention upcoming content though, so yeah... things make sort of sense, at least. -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
BudgetHedgehog replied to NecroBones's topic in KSP1 Mod Releases
This is the first of your mods I've installed, NecroBones, and I love it. The texture works is wonderful and I love that you can toggle the tankbutts on/off, that's such a cool feature. Thank you for this excellent mod, even if it's just fuel tanks EDIT: Duh, it's TweakableEverything that toggles the 'fairings'.. still though, that means using engines with no boattails (like Vens Revamp) can have direct access to the actual tank like they should or I can close them off if needed. That makes it even better as I have even more choice! Hooray! So thanks to you again! -
Ah, I think I know what the problem is - dockingPort2 is changed (line 1483) and then ParaDockingPort (line 1541) is copied off of that changed one rather than the stock one as the change occurs earlier in the cfg. This is why you see the light sliders and stuff on there - it still has ModuleLight defined in the cfg but as the model doesn't support it, things get screwy. I said RealChute was causing the problem as it was the one that spammed the error in the log - evidently it's because of said screwyness that RC just fails. Just tested it and yes, I have the same issue. Doesn't appear in staging, tweakable menu is giving odd options and numbers. This is total speculation though, I don't know the processing order of things. It would make sense though
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That'll be RealChute breaking things. You'll need to edit the PartRevamp_MM.cfg or whatever it is in SPR to be a realchute parachute module instead of the stock one (line 1580). Agreed about the node though, looks like Ven just forgot to define that and it defaults to the 48-7S node height. I'll see if I can get a good number for you, hang on. EDIT: add in @node_stack_bottom = 0.0, -0.585, 0.0, 0.0, 1.0, 0.0, 0 in the relevant section of the cfg. I put it at line 565 (with the title, description, mass etc of the 105-7P).
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Squadcast Summary (24/01/2015) - The Valentina Edition
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
We're all hoping.Yes -
Do you feel KSP is ready for 1.0?
BudgetHedgehog replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
No. A lot of changes are happening that need consumer feedback regarding balancing, bugs etc - having to do that post 1.0 is fine from a dev point - it's just another version update, after all - but terrible from a PR and marketing point. Much better to have at least one more update that has all these shiny new things, see how the players feel about them and then release 1.0 with the necessary fixes/changes. I'm worried about the bugfixes because they sometimes create other bugs (tga loader, decouplers), but yeah... there's a lot to do and putting it all in 1.0 is a big leap of faith in the guys in QA and experimentals.. No, KSP isn't ready for 1.0. Needs an intermediary release to get feedback on the new features (2 of them - resources and aero - are completely) new so yeah... -
Squadcast Summary (24/01/2015) - The Valentina Edition
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
No mention was made of x64 improvement, Unity upgrades, or stability in general, I'm afraid. -
Squadcast Summary (24/01/2015) - The Valentina Edition
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Discussion
Thanks, I'm in the process of editing it to make it more coherent, I'll add that in -
Lady kerbals are confirmed, it's time for the guys to be returned
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Project V Hullo everyone, and here's the summary for Squadcast 24/01/2015. Remember to check out the blog for the overall grand plan. Sorry for speeling mistakes, I'm a terrible transcripter. 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. ANYWAY! Squadcast was a little late due to technical difficulties, but "hello everyone, 10 minutes late!" Valentina design is not 100% final yet, Max says they're not comfortable sharing it yet. However, they have beta plans to talk about! After SQ, a blog post will show a list of everything planned, kerbelles are among them. The basic idea is: no lipstick, same skin tone, rounder faces, slimmer bodies.. basically feminine versions of current kerbals. Kerbals were originally asexual, but they ended up masculine, so why why not keep things even, as space is for everyone. This release may take longer than previous ones due to the amount of content. A lot of rebalancing and bugfixing, a lot of parts are going to be buffed and a lot of parts will be nerfed. Aerodynamics update: it'll be on the realistic side of things, an atmo that is realistic is more predictable, you know how things will behave. Stock fairings are 100% confirmed. Wide launch vehicles are bad, but will still work, given enough thrust and fuel (like real life) Beta isn't so much about adding features, it's more about refining current things, like rebalancing systems that are currently.. existing, like aerodynamics. The problem, it's not realistic, you can't predict what will and won't fly, but now, if you have a plane that looks like a plane, it'll be ok. First part is the drag model - instead of being based on mass (which is gone completely) it's based on shape on the ship (hello, fairings!). Part occlusion, like cargo bays and fairings, will help and it'll be based on part orientation as well (fuel tanks sideways create more drag), Mu will likely update with more news on how this drag model appears. Fairings will likely be procedural out of necessity! Lift works currently, but not correctly, and in the update, it'll be generated on the square of velocity. Some wings may be more powerful "which brings us to rebalancing everything and I mean everything". Every single data point in the game will need revising - because of the thinner atmosphere, in order to preserve a similar experience, Squad has to pick a point and rebalance around it. A different ÃŽâ€V to places may appear. Spaceplanes are currently hard, but they shouldn't be impossible in beta (still hard, though). Right now, Squad have an overlay tool - "current mass etc, we want to add an overlay like a concave ([OWK note: what?]), in the current state, there's a stable AoA and an unstable AoA - the stability overlay will define the boundary. You can still fly unstable crafts, but do not attempt unless your surname is Manley". Tools for teaching newbies, adding upgrade to buildings - the craft stats app (mass, parts, weight) will be the engineers report. Such messages may be like "Hey, this craft is manned and has no parachutes!" Or "you have no way to store or generate power!". KerbalEDU helped with the ideas for this. Different toggleable aero options - "definitely maybe". No confirming or denying, just maybe. Adding TimewarpTo - a new feature, currently implemented in KAC, when you set up for example a manoeuvre node, you can timewarp to that node. If you click at a point in the future of your orbit, you can warp to that point, KSP will warp as fast as you can to that particular point. No teleporting, just allowing time to align yourself to whatever etc so you have time to do stuff when you get to that point. Career mode is almost complete, except for one thing - failure state. Now, you can lose the game - if you run out of funds/rep, you'll get fired as administrator because you're so damn awful. Oh well, gg, start a new save. At the moment, you can't lose, but that's because you physically cannot. This will change though (though with the cheaty power of savefile editing, you can do anything! But shame on you though!). Landing gears are terrible. The current plane landing gear are renamed the Mk1 landing gear, and PorkJet is adding new and bigger landing gear and wings. So, Squad are adding larger wings - wings that will make it "as easy to build an Mk3 plane as it is to build an Mk1 plane. Really really large wings. Huge is not an understatement". Kerbal climber feature - kerbals can now climb over edges and small ledges, like at the top of a ladder. Rebalance economic systems - currencies are out of whack, that will be curbed a little, again, thanks to Ted for the rebalancing. New contract! Tourism contract - you take kerbals that don't do anything to certain places. Sound overhaul! New sounds! A new sound when a contract is completed, for example. "The game basically needs to be more responsive", in short. Deep space refuelling aka resources! Adding a new system and parts that collect matter from asteroids and bodies so you can process that to LF and O. How? A lot of existing assets, those ones made ages ago. Collaborator will be RoverDude! Basically, a version of Karbonite will be integrated into stock or rather "won't be dissimilar", is the phrase Max used. Massive amount of bugfixes, including long standing ones. Also, currently, there's 3 tiers of the KSC. But wait, wasn't there another one? Another tier that could've been made better? Yes! Currently reworking 'that' tier to be included, as well as its mechanics and everything. The Barn Is Back! That should work particularly well Also, Max decided to go somewhere, but it was such a long burn, he ended up burning back into the atmosphere and Gilbon died. Press F to pay respects Peace out! EDIT: While I'm here, Harvester has confirmed that the next update will be version 1.0, so we have that going for us, which is nice.
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Shuttle's. Apostrophes shouldn't be used when you're talking about plurals, like Shuttles. Say, like "Jim's". Jim's what? Jim's over there? Or do you mean many people called Jim? English grammar is a thorny subject
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I've nothing against kerbelles, don't get me wrong, I just wish Max had used a slightly better name for them than Project V. Oh well, Roswy said that "that was the first thing I'd said to Max after he posted that tweet the other day. Apparently, he didn't realize the implications of "V" until then. His innocent brain wasn't thinking of it at all". I'm glad female kerbals are being added to the game, it's high time they were, but jeez guys...
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http://forum.kerbalspaceprogram.com/threads/84562-KSP-TV-Programming-Schedule In about an hours time (as of time of writing) here. I'll be sure to get a Summary up