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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. With all due respect, maybe you should change that before installing them. The reason they're not showing up is because of incorrect installation. You should have [KSP install]\GameData\B9_Aerospace and \GameData\KWRocketry.
  2. While I disagree with a lot of the criticisms, I have to say - the confusion around the Poodle rename is nothing that can't be solved with one sentence - "the Poodle is renamed the Service Engine and there's a new, smaller engine that is called the Poodle" - and it's not like players are going to forget Old Poodle's name if explaining to other players. If you're talking to someone with stock, call it a Poodle. If you're talking to someone with this revamp, call it the Service Engine. If you want someone to use the New Poodle, call it, surprise surprise, the Poodle. God damn it, Poodle is an awful name for anything.
  3. Not entirely correct - those mods need a version of MM, not that specific version of MM (though some may rely on later versions for specific syntax but all versions of MM are backwards compatible - what worked with 1.5.6 works with 2.5.6). As I said about 5 posts ago:
  4. Finally! Actually refuelling something! Now I really kinda want to make a crane to change payloads and log the hours of flight a specific airframe has.. oh god, the awesomeness! Yes yes, subject to change, but I really can't wait for whatever this turns out to be, if anything.. I've been aching for it since I got into planes... EDIT: Also, you have a review by Kottabos Games
  5. Just dropping in to say that I love the SPP Mk2 cockpit you did. I just took an SSTO up to orbit for practice with it and was delighted at all the buttons and seeing what they did and just generally messing around in it. It's incredibly immersive and captures the feel of the ALCOR capsule in terms of capability (yeah, it uses ASET props, but it actually feels as immersive and capable as ALCOR, not just looking similar). I did notice that due to stock limitations, the lower central panel is unusable if you zoom in to read it as the camera doesn't pan down that far (zoomed out though, it's fine, but then you can't read it as well..). All in all, top job, and would love you to try the KAX cockpit - make it feel like a Boeing! And make it so I can actually see out of it (something a majority of IVAs don't allow.. I know it's because of their enormous heads, but just pull a subtle TARDIS - I won't mind!)
  6. This, pretty much. Perfectly happy with creating the KSP I want with mods, all Squad needs to do is change the asset loader so it's not as asinine as it is now, finish what they're planning for KSP, document everything so it's easily available for modders, update to Unity 5/ensure Winx64 is stable and fix bugs. In that order.
  7. I'd prefer for them to be more ISO 8601ish and be YYYYMMDD_HHMMSS to ensure correct sorting, but yeah, something other than sceenshotX would be nice.
  8. It's not an output_log.txt, it's an error.log but it shows the problem well enough - I believe you've run out of memory. The log file can be found in the following places: Windows: KSP_win\KSP_Data\output_log.txt -OR- KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) - In case you installed KSP into a Windows protected directory (C:\Users, C:\Program Files or C:\Windows\ and their subfolders) the output log file may be stored in the folder called C:\Users\[username]\Appdata, this folder is usually hidden so you should enable the view hidden folders option (more information). Note that for the demo you should find the output_log.txt file located in the KSP_Data folder. - Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log Linux: The log is written to /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log
  9. Well that sounds odd. Could you please provide more information as set out in the How To Get Support sticky? It'd help a lot in figuring out what's going wrong.
  10. 1, you don't 2, why even bother with anything at all, if that's your attitude.
  11. The first two are built for KSP version <0.90 so they should be removed anyway as they're out of date. 2.5.4 had a bug where "value with dot or dash in their name" caused problems and 2.5.6 was the fix for that. All of it is moot as MM should only run the highest version anyway, so the lower versions are literally just taking up space on your hard drive. In short: do what you want (but best practice is to only have the highest version).
  12. Intended behaviour to mimic reality. If you need a less powerful SRB, use a less powerful SRB.
  13. I could be wrong, but that's usually the result of incorrect city lights and clouds texture loading - it's possible they're in TGA or PNG format, both of which KSP sometimes doesn't load correctly (see anyone missing Mk3 cargo bay textures). or they could just be corrupted files. I believe ActiveTextureManagement fixes both the loading problems and it can be configured to not resize and just cache textures if you want to retain fidelity and a fresh download/reinstall will stop it if the file is corrupt (again though, loading them is broken..).
  14. Mission control to the left of the VAB. Tiny building, easy to miss. EDIT: There's no achievements, but early pre-defined contracts are things like 'launch anew vessel' and 'reach 5000 metres' kind of thing.
  15. I've been having trouble downloading from Github recently (although normal browsing it works fine). Could you provide an alternative download mirror please?
  16. 'Poodle' is a rubbish name, both in real life and KSP - I'm glad I don't have to encounter its silliness as much as I did before. To me, it's as ludicrous as Rocketdyne calling a new engine the Gerbil or a new Aerojet Scooter or something...
  17. The Service Engine has the same dimensions as the Poodle. What worked with the Poodle works with this one.
  18. The config is saying "remove [ModuleDataTransmitter]" and then it says "add in (or edit if it's already there) a module called [ModuleRTAntenna] with the following configuration:"
  19. Don't use Winx64. As an aside, for people getting fully upgraded buildings in x86, the problem is an outdated version of Kerbal Konstructs. The fix is either updating to the latest, or starting a new career, saving it, and THEN installing KK (and KerbinSide).
  20. http://forum.kerbalspaceprogram.com/threads/104758-0-90-In-Flight-Waypoints-v1-2-2-2014-12-29 Stockified in 0.91, calling it now. Should've been there in the first place.
  21. So that's why I never get Explore Minmus contracts! I always go there before fully completing the Mun one and I then never get offered to explore it! Damn, missed out on so much cash... EDIT: You should post this on the bug tracker - Exploration contracts aren't generated if previous ones in progression (e.g. Mun first, Minmus second) aren't completed fully.
  22. 1, when I switch between offset and rotate, keep the selected part selected, don't require me to select it again. Just keep it selected through all rotate and offset switches. 2, make the re-root tool require just one click of a valid part anywhere. Or make it a hotkey thing like SelectRoot did. Why do I have to click one part that's connected to the root I want and then click the part I actually want as root? It's long winded and confusing the first few times before you get used to it. 3, allow tweakables to be accessed in offset and rotate mode. It'd be perfect - say when I'm making a shuttle engine block or putting landing gear on something and checking it while it's raised and lowered or balancing tanks around a point with various amounts of fuel in. At the moment, it's a dance between offset, rotate and place modes with a click-fest on the same part each time I switch. Those aside, I do love the extended functionality of the editors beta has brought. It makes building planes much easier for sure.
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