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Everything posted by BudgetHedgehog
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Rhetorical question, I think I know the answer. It appears fine on parts, but on the big flag in the VAB, it's stretched. Yes, it's not something as simple as 'my flag isn't circular', I assure you it is. I'm guessing the answer is that the aspect ratio of the big flag isn't the same as actual normal flags. Yeah, not a major issue, but it just looks so.. unprofessional, I guess. KSP 0.25 x86, completely stock except for this flag.
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[1.1] RLA Stockalike 13.4 [25 Apr]
BudgetHedgehog replied to hoojiwana's topic in KSP1 Mod Releases
I'm more curious as to why it's linked to Tantares Space Tech. -
My side of things - before dds and latest ATM, I was running at around 2.2Gb (this is with OpenGL and the aggressive ATM). After a bit of DDSing and updating ATM, I'm running at about 1.8Gb max. Not to mention load time has decreased severely - it's probably worth converting to DDS just for that, tbh. Like, I'm talking from about 10 minutes to less than, let me check real quick.. less than 5. It's certainly worth giving it a go.
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standardized action groups, anyone in?
BudgetHedgehog replied to jake9039's topic in KSP1 Discussion
Huh, I do these exact AGs too. Everything else changes almost all the time, but those two are standard across the board for me. -
Kerbal Cargo Bay
BudgetHedgehog replied to silvereagle2061's topic in KSP1 Gameplay Questions and Tutorials
I don't think anyone's mentioned it, but holding the Mod key down while attaching will disallow surface attachment and only attach things via the attach nodes. That will stop the 'things sticking halfway through the bay' problem. As for their usefulness, they're really only designed for probes or small service compartments. Send an ion probe to Moho from it, or stick in batteries, RTGs, life support, SAS and a few science thingies, whack it on a spaceplane and send it to take to Laythe. It's pretty useful for FAR players where putting something at the front or on the side/top of a plane would be less than ideal (like a part you're going to test, or science sensors etc. -
Purely guessing here, but I think it's awarded on both. The internal progress tracking keeps itself up to date with whatever you do, so I'm guessing KXP either hooks into that or uses something similar. Also, again, guessing, but I'd imagine you get KXP every time a kerbal does something, no matter if it's been KXP'd before. Otherwise, you'd eventually end up with literally no way to train your new kerbals up as everywhere had already been visited before.
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VABs gotta limit something, yo. I'm no coder, but I think part limit was easier to code than physical size limit and is a very rough workaround for it - excluding tiny science stuff, antennas and RCS blocks etc (I did say it was rough), the main parts you'll be adding are fuel tanks, engines, SRBs.. big bulky stuff, basically. 40 fuel tanks, 5 engines, a command pod and a couple SRBs are going to take up a lot of space anyway.. why code a phsyical size limit when you can code a part limit and get the same result? Granted, this doesn't take into account the tiny radial stuff I mentioned and the fact part clipping is allowed now, but yeah, it's rough. Honestly and seriously though, if anyone can show Squad a way to code physical size limits into the editors, I'm sure (or rather, I hope) they'd listen. Myself, I can live with part count limits (I apply handwavium + the first paragraph), but I can live with size limits as well and they seem to be more popular... EDIT: Personally, I think people are getting a bit Chicken Little about this whole thing.. It's been mentioned that the first upgrades for the buildings are so cheap, you already have enough money to buy them when you start a new career, the fact that you'll likely hit the weight limit before the part count limit to begin with, and the fact that you can make an orbit capable rocket with level 1 tech with less than 50 parts anyway. That will get you enough money to upgrade the VAB and it won't be a problem any more.
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It was mentioned last week that contracts to visit certain biomes will be included in 0.90. I don't know if they're just like 'go plant a flag on Gillys Midlands' or 'transmit or recover scientific data from Dunas Poles', but yeah... I guess it'll be up to you to find the actual biomes though and that's where SCANsat/the debug menu comes in handy.
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OP has been updated with a review of the Squadcast just finished. Additionally, it is also below. Previous summaries are spoilered in the OP for your convenience. Summary for 2014-12-13 - Watch it here (Twitch) -Pretty slow one, Max is just finishing off his mission to Ike. I won't bore you with those details, that's not why you watch Squadcast However, the big news was the first showing of the features video Previous takes of the video ended up at like 22 minutes long which is great, but pretty boring. In other words, they're best left to the media team. The official features video was played to great reception - however, a couple UI elements have changed in the actual update compared to the video, just FYI. Most of the features I covered in last weeks write up. I don't want to write a review of features video as you can watch it for yourself. -Biome maps are available to view ingame, but only available in the debug menu. They're open to feedback on this though - if a large majority of players want that as an unlockable feature, it's doable. -Update is coming, and I quote, "soon ;^)" -Squad is doing their best to make saves compatible, but understandably they don't want to promise anything. AFATK though, no incompatibilities exist with old saves when upgrading. That said, the game has changed a lot so to get the full benefit from it, you should start over. -IVAs will be coming in beta, not in this update - they're great to have, but are a lot of work to make. A lot more work than making a whole new awesome part, for instance. But they're coming, don't worry. But for now, no new Mk3 IVA (I personally suggest using B9s HL IVA until then). -Cool stuff with some merch happening soon as well, will be very good and unique to every KSP players. More info later. Yeah, that's basically it.. as I said, pretty slow one, not much new, you should probably just watch the features video. All important info is there anyway. See you guys next week! See you guys next week!
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
BudgetHedgehog replied to KospY's topic in KSP1 Mod Releases
Oh my, those look brilliant! -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
BudgetHedgehog replied to AlphaAsh's topic in KSP1 Mod Releases
Hah, great timing! I'd just finished a trip out the the VLA in a new plane for testing, was thinking about posting a pic (then my control surfaces fell off and the last quicksave was days ago..). Thanks for the update!- 2,488 replies
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OP has been updated with a link to the last Squadcast if you want to watch it for yourself. Thanks to Rowsdower for pointing me in the right direction, I'll try and get one up sooner next time around. Also in the OP is updated info for biomes and KXP. Kinda bummed I missed out on this first time round!
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Well, in order to say whether you're installing them wrong, I'd need to know what you're already doing. Inside a mods zip file, there is usually a Gamedata folder. Drag the contents of that to your KSP Gamedata folder so you end up with 3 folders - Squad, NASAmission and the mod. First guess is that you're either running out of memory (those mods do eat a fair amount of RAM) or on OSX (replacing contents of Gamedata instead of merging).
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Some SPP intakes and wings on there as well as KAX landing gear.- 4,460 replies
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show / hide per ship PLEASE
BudgetHedgehog replied to ctbram's topic in KSP1 Suggestions & Development Discussion
You can do this from the Tracking Station. Click the 'i' on the right when you have a craft selected. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
BudgetHedgehog replied to Nertea's topic in KSP1 Mod Releases
Google drive? If you want an answer to your problem, you're going to have to post it somewhere. What you could do to limit the size of the log is to enter the editor, go to windowed mode, alt tab to the existing output log, delete everything, alt tab back to the game and then cause the problem. The log should start writing from that moment on without 50 (?!) pages of loading and everything. Or you could try on a stock install with just MkIV and it's dependecies to try and replicate the bug. If you can, post the log (it will be short enough). If you can't, start adding in mods until you cause the bug (use the binary method: add in half of your current mods. If problem occurs, the cause is one of those mods. If bug doesn't occur, the problem is in the other half. Once you have the half that causes the bug, remove half of those and try to replicate. If problem occurs, the cause is one of those mods etc etc. You shouldn't need to restart KSP more than about 5 or 6 times, depending on the amount of mods you have now) -
[1.1] RLA Stockalike 13.4 [25 Apr]
BudgetHedgehog replied to hoojiwana's topic in KSP1 Mod Releases
Emphasis mine. Bi propellant stock RCS works fine if it's just in one direction, like the Vernors. I don't know if ModuleRCSFX fixes this, would certainly be a great addition to it if it doesn't. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
BudgetHedgehog replied to Nertea's topic in KSP1 Mod Releases
Try installing it properly. If you're sure it already is, could you post a screenshot of your Gamedata folder please?