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KSP2 Release Notes
Everything posted by BudgetHedgehog
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1, It's not advisable to use mods built for 0.90 on 0.25. They may not work correctly (or indeed at all). It's best to download mods built for the version you're running. 2, Inside the zip you download, there should be a folder called Gamedata. The contents of this go into the Gamedata folder of your main KSP install (so you have something like: KSP\Gamedata\Squad KSP\Gamedata\BoulderCo (you won't have this in the latest version, but you will have it with an older one which you should have) KSP\Gamedata\ActiveTextureManagement KSP\Gamedata\B9_Aerospace KSP\Gamedata\Firespitter KSP\Gamedata\NASAmission etc. If there is no Gamedata folder, keep opening the folders until you find one. If you still can't find one, then it's the top folder that should be put into Gamedata.
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KSP isn't a game, it's a toy. Play with it for a few hours, don't achieve much, still have fun. The only goals are what you set yourself and there's no big reward for doing them except the knowledge that you did them. If KSP had some sort of end game or final achievement, you might have a point. But it doesn't and doesn't pretend to either. It's a toy, plain and simple. -snip- That's like.. your opinion, man. But seriously, just because you personally believe the game won't move beyond beta, doesn't mean it actually won't. Don't present your opinions as facts. These should be forwarded onto the devs for review and fixing. Yeah, they haven't touched long standing bugs, but since it started, KSP has been about adding the framework for the full game. Balancing, adding content and fixing bugs should be done after alpha when most things that cause bugs are in and before release. 0.90 is the first beta release - give them a chance. Also, yes, early access alpha. KSP is one of the most complete and stable EA alphas I've ever seen (along with Minecraft). I'm not brown nosing or anything here - no full released game has given me as many hours of play as KSP has. You yourself have played over 600 hours on it. Maybe, just maybe.. he enjoys doing that, despite finding it difficult. The sights are pretty impressive, as well. And saying that's all you can do it a little disingenuous. You're building a rocket ship that, using realistic(ish) physics is capable of attaining orbit around a planet. Then, using actual orbital mechanics and stuff NASA had no clue about in the early 60s, you get ships within docking distance and join them together. This is actual rocket science - NASA basically had to shoot Buzz Aldrin into space and say 'mess around for a while, see what happens' to figure this stuff out. That knowledge has been put into a game (/toy) you can play on your laptop. How does that not blow your mind?
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
BudgetHedgehog replied to KospY's topic in KSP1 Mod Releases
Here are some possible times it would be considered very useful, if not essential: - taking science sensors off of things and putting them on other things - using the struts to reinforce orbital builds - putting a solar panel/RTG/battery on a dead probe because you forgot to extend the solar panels on it - putting on anything that you probably should've remembered before you left (chutes, antenna, RCS tanks and blocks (yes, I have done this more often than I would like to admit) - refuelling something without a docking port and you don't want to/can't use the Claw - linking together ground bases or just generally moving stuff around. Maybe check the old thread for more info as well? If the first picture doesn't make you want it, then I don't know what will. -
[1.1] RLA Stockalike 13.4 [25 Apr]
BudgetHedgehog replied to hoojiwana's topic in KSP1 Mod Releases
I still haven't figured out why or how it's linked to Tantares. Unless you're doing a bunch of adapters for it to stock sizes or something.. -
Create-a-Part
BudgetHedgehog replied to StrandedonEarth's topic in KSP1 Suggestions & Development Discussion
Hate to say it, but combining parts is on the WNTS list.. :/ -
Rebalancing needed
BudgetHedgehog replied to Myslius's topic in KSP1 Suggestions & Development Discussion
Science from orbit around X shouldn't reward any science at all and for it to trigger successfully, the science transmitted must be a non zero amount. When there is literally no more science to get from orbit around any X or Y, the contracts should stop appearing. You don't need them any more (already got the science) and there are many other ways to get money by the time you exhaust every single orbital science available. That's my opinion on balancing them. -
You forget that more places to go is meaningless without interesting stuff to do there. And IIRC, the development schedule has been more of a 'build the framework for the game so we expand on content later' kind of thing. Now that everything that the dev want in KSP is there, if only in minimal form (e.g. ground scatter), they can now start expanding content using what's already there as the starting blocks. Just as nicer explosions made for nicer destructible buildings which made way for upgradable ones, what seems like barely any new content now paves the way for more and better stuff later. I hope...
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No, for some reason, Squad decided to have the cost in the config be the wet cost. Easily verifiable yourself - put one fuel tank down, empty it, check the cost then look at the cfg for it. The config price includes the fuel. This also means that adding fuel to part and not changing the cost makes it the same price in the cfg and editor as another identical-except-for-the-fuel part. Removing the fuel from it actually makes it cheaper (because the cfg cost originally encompasses everything the part already is. If you remove stuff, you lower the cost).
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That's because it is. Downloading the dlls doesn't change the .version file, nor is it an official update. For all intents and purposes, we are all using an out of date mod here. You can change the .version file yourself to include 0.90, but I like to keep it there to remind me that I need to update it or I'd forget otherwise.
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Axial tilt: Is it possible?
BudgetHedgehog replied to SmashBrown's topic in KSP1 Suggestions & Development Discussion
I know RSS fudges it by tilting the entire galaxy in the opposite direction so you end up with the same result, just using the Earth North/South as reference, not galactic north/south (up/down, you know what I mean, hopefully). I've never used an extra planets mod, but quick research tells me that axial tilt is hardcoded into the game as 0. Granted, that could be down to a conscious decision, or it could be a necessity. I don't think we've ever heard from the devs about this, have we? -
Oxidiser Problem
BudgetHedgehog replied to MattQ012's topic in KSP1 Technical Support (PC, modded installs)
Hmm.. did you enable part clipping when you built this? I ask because that interstages top attach node is a decoupling node - if part clipping is activated, you might be attaching it to the node already being used by the engine and fuel tank (so when you decouple, it breaks the link between them). KWR engines ship with an extra attach node on top so you shouldn't need to enable clipping anyway.. -
Axial tilt: Is it possible?
BudgetHedgehog replied to SmashBrown's topic in KSP1 Suggestions & Development Discussion
Whether its Unity or how they model the planets, I know something doesn't support rotation around anything that isn't north/south (in a galactic sense). -
In-game GUI bugs
BudgetHedgehog replied to Zeta the Coyote's topic in KSP1 Technical Support (PC, unmodded installs)
It would need to be done every time you kill or fire a kerbal. However, if you install these, it's just a fire-and-forget thing (literally) and you can go mercilessly killing kerbals and firing veterans with no fear of the game falling over itself. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
Shouldn't it be under TriggerTech? -
Oxidiser Problem
BudgetHedgehog replied to MattQ012's topic in KSP1 Technical Support (PC, modded installs)
Pictures would help here. -
Add lighting to all crew cabins
BudgetHedgehog replied to dryer_lint's topic in KSP1 Suggestions & Development Discussion
Oh definitely. Would be amazing if it was stock, I was just suggesting something to tide you over. I love the idea, don't worry. As would I, but doesn't that use a lot more memory than normal? I'd prefer for Winx64 to be stable first, then we can have nice things. But yeah, would love something like this. -
Fix the rover seat bug.
BudgetHedgehog replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Rovers in KSP have a motto. It's "why did you even bother?"