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KSP2 Release Notes
Everything posted by BudgetHedgehog
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
BudgetHedgehog replied to K.Yeon's topic in KSP1 Mod Releases
Install/update the Firespitter plugin. -
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.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
BudgetHedgehog replied to AlphaAsh's topic in KSP1 Mod Releases
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- 872 replies
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
BudgetHedgehog replied to Arsonide's topic in KSP1 Mod Releases
You could always, you know... not accept the contract... -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
BudgetHedgehog replied to MasseFlieger's topic in KSP1 Mod Releases
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!) -
The Future of Kerbal Space Program
BudgetHedgehog replied to CalMacDa's topic in KSP1 Suggestions & Development Discussion
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. -
Screenshot naming
BudgetHedgehog replied to Natic's topic in KSP1 Suggestions & Development Discussion
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. -
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
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In flight physics unreal
BudgetHedgehog replied to jwt101's topic in KSP1 Technical Support (PC, unmodded installs)
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. -
1, you don't 2, why even bother with anything at all, if that's your attitude.
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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).
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Half of Kerbin is sandy?
BudgetHedgehog replied to onlinegamesz's topic in KSP1 Technical Support (PC, modded installs)
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..). -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
I've been having trouble downloading from Github recently (although normal browsing it works fine). Could you provide an alternative download mirror please? -
Contract / Navigation Markers on EVA
BudgetHedgehog replied to beeawwb's topic in KSP1 Suggestions & Development Discussion
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. -
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.
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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.