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KSP2 Release Notes
Everything posted by BudgetHedgehog
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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
By 'power source', it means an actual source of power, such as an RTG or solar panel, not just a lot of batteries -
[1.2] NavHud - a NavBall inspired Heads Up Display - 1.3.3
BudgetHedgehog replied to Ninenium's topic in KSP1 Mod Releases
I'm not too concerned about AppLauncher support - I already have enough buttons during flight. Maybe keep the hotkey, but only enable to AppLauncher button at the KSC screen for settings and stuff? Oh how I wish the stock toolbar was customisable :/ -
[1.2] Procedural Fairings 3.20 (November 8)
BudgetHedgehog replied to e-dog's topic in KSP1 Mod Releases
You may have used the structural fuselage sections instead of the fairings (the former are in Structural, the latter in Aerodynamic). -
Welcome to realistic aerodynamics. Now you know why it's called a souposphere in stock.
- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Don't call me bro, I'm not your bro. As has been pointed out to you, modelling a cylinder with two flat sides took, what.. 5 minutes? It's the textures that took the majority of PJs time, I can assure you of that. Also that's been pointed out to you, the HL shape was used for compatibility. Fricking standards, how do they work? Also major lol: We're talking about a cylinder with two flat sides, right? I just want to be clear. And no co-op needed for KWR - those already use Squads 1.25/2.5/3m sizes. You're not even trying here..
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To OP: Try bashing the devs (and specifically, PorkJet) more, that will surely get them inspired to please you. Also, lol that you think a cylinder with two flat sides is somehow someone's property and PJ stole it. Did you know, I made a pyramid with a flat top once - if you ever make one, you stole the idea from me. Also, lol that you bash PJ for the lack of Mk3 IVA but have no problem with his Mk2 IVA. Also, lol that you blame a part (no different to any other of Squads parts) for a 'kraken' and not KSP itself. Also, just.. lol. Well done, OP, cracking job. I'm not wasting my time in this poor excuse for a discussion.
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Thank you both. I haven't dds'd any Squad textures (not yet at least) and it has worked a treat. I don't have any mods that reference Squad textures but I have a backup just in case one comes in future. Anyway: there's intakes on the Mk1 pit! Finally! And I'm serious, I want to give you pizza/caffeine money! >_< And the alternative models for the engines.. oh my days, you've excelled yourself, Ven. These are some of the most beautiful models and textures I have ever seen.
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hnnnggggg oh yes oh yes.. My plane has looked so boring without this! And now I have an excuse not to offset the 909 to hide its ugliness! Rep for (and my thanks to) you! EDIT: I just saw the Aerospike and I actually fainted and died And the lights! And the 0.635 engines! And that NCS adapter! And RCS ports on the 1-2 pod! Oh golly, Christmas certainly has come early this year! Do you have a donate button?
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So I don't think is actually working that well in 0.90.. In map view, the flares are drawn in the wrong place (and get further away the further out you zoom) and in flight view, they jump around a fair bit. Example of the first problem (left to right: Moho, Duna, Eve): I'll see if I can get a video of the second problem along with reproducing it on a clean install (though, all mods are 0.90 compatible).
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[DEV HALTED] Caelum Ire Technologies (CIT) General Thread
BudgetHedgehog replied to marce's topic in KSP1 Mod Releases
Oh hello, fun little mod I just discovered that I've always wanted something like, allow me to introduce you to my Gamedata folder! EDIT: Download link no work. You fix now pls -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
I think limiting the whole Flight Engineer module would be too much.. Maybe only limit the VES and RDV readouts? -
Official Mod Compatibility Thread for .90
BudgetHedgehog replied to NathanKell's topic in KSP1 Mods Discussions
Infernal Robotics 0.19.3 supports 0.90. Distant Object Enhancement 1.4.2 is known compatible. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
Just checking, you've set Kerbin as the reference body, right? -
... Yeah, the first begets the second. Firespitter powers the part variant switching - if it's incompatible or absent, the switching won't work. Put your mods back in, download the updated plugin, replace the one that comes with B9 with the freshly downloaded one and enjoy your part switching. I don't want to say it's your issue for certain (and without seeing an output log, I can't), but your report is identical to others I've seen where the cause was a missing Firespitter plugin.
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No shadows
BudgetHedgehog replied to shivrod's topic in KSP1 Technical Support (PC, unmodded installs)
Odd - I force OpenGL and have always seen shadows. Granted, they're a bit weird at times, but no worse than I've seen in other peoples videos. -
Career mode problem please help ?
BudgetHedgehog replied to lroy092's topic in KSP1 Gameplay Questions and Tutorials
Solid Rocket Boosters - the RT-10 and BACC. High thrust, low efficiency, but super cheap. As for strategies, anything that gives you extra funds, really. Once you have the necessary funds to upgrade, you can start getting the science and going on from there. That's what I'd do, anyway.