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Everything posted by BudgetHedgehog
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Why is the landing gear always activated when you launch?
BudgetHedgehog replied to Farex's topic in KSP1 Discussion
Pretty simple solution for this problem - if no gear are deployed, the light shouldn't be lit. If at least one pair (no matter the type) is deployed, light it. Should cover most, if not all cases, including fringe cases. Launch a rocket + lander with gears retracted = light off. Same, but gears deployed = light on. Launch plane = light on. Launch plane that has a standard lander in cargo bay (somehow) = light on. Launch rocket + wheeled lander = depends if gear are retracted in editor or not. Launch plane with retracted gear + standard lander with extended gear = ok, this time it's wrong, but you wouldn't be going anywhere anyway. It should be assumed that any deployed gear are, for want of a better word, dominant and in use, therefore the light should reflect their state. -
Looks promising, I've always wanted to make a ridiculously large cargo aircraft. Good luck!
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[0.24] - Magic Smoke Industries DevHelper v0.6
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Just curious - any news or updates? Or are you waiting on 0.90 (considering the editor changes)? -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
BudgetHedgehog replied to Nertea's topic in KSP1 Mod Releases
MSI IR Rework models (specifically, the ATHLETE trusses). -
The license forbids redistribution of modified versions of RC except when chris has given permission (which he won't do for x64). You know the reason it says Paused in the thread title and why chris nearly abandoned it? Because someone posted a winx64 enabled version of it. Winx64 RC will not happen until the Winx64 is as stable as Linuxx64 or Winx86, pure and simple and you're skating on thin ice just asking about it.
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By the way guys, if you have any suggestions for how I can improve this thread (new one for each summary? Added to OP in spoiler tags? Replies to this thread and linked in OP?), feel free to tell me. This thread is for your benefit, after all. My thought is to have just the latest one in the OP with past ones as replies to this thread linked in the OP. This saves on clutter in the OP and ensures you can see the most recent info immediately. Glad this so many of you like this
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I don't see how - sandbox players get fully functional buildings, highest level kerbals and top tier probes automatically. If anything, you get a better deal than career players because they have to work to earn the things you get at the start. I don't do it for the rep, but I'll make it as regular as I can! I'm definitely going to do next episode, for sure. I don't know the status of phantom forces. I personally haven't experienced any, despite my occasional heavy abuse of it but we'll see. One thing's for sure, TCSB will be interesting!
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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
I believe that could be a limitation of the stock game. Have you tried rotating the hub around and attaching via a different side?- 4,460 replies
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This still works fine in 0.25.
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I just installed the latest version of DDSLoader and ran Lillemans KSPtoDDS tool. Loaded up KSP and it crashed during startup. Monitering memory usage, never peaked above 2.3Gb, average was just below 2. Running KSP 0.25 x86 OpenGL, worked fine before DDS conversion so why am I posting here? The stack trace points to ATM. Anyone got any ideas? Did I do something wrong, are DDSLoader 1.7 and ATM 3.8 not compatible? Is ATM just not needed if I have DDSLoader? Stack trace: ========== OUTPUTING STACK TRACE ================== (0x5F9D1663) (atioglxx): (filename not available): DllMain + 0x663 (0x602A91DC) (atioglxx): (filename not available): DrvPresentBuffers + 0x89b0dc (0x602B8705) (atioglxx): (filename not available): DrvPresentBuffers + 0x8aa605 (0x602B7605) (atioglxx): (filename not available): DrvPresentBuffers + 0x8a9505 (0x602B560E) (atioglxx): (filename not available): DrvPresentBuffers + 0x8a750e (0x6024FD08) (atioglxx): (filename not available): DrvPresentBuffers + 0x841c08 (0x602524E4) (atioglxx): (filename not available): DrvPresentBuffers + 0x8443e4 (0x60254338) (atioglxx): (filename not available): DrvPresentBuffers + 0x846238 (0x602868DD) (atioglxx): (filename not available): DrvPresentBuffers + 0x8787dd (0x6028681B) (atioglxx): (filename not available): DrvPresentBuffers + 0x87871b (0x6023E759) (atioglxx): (filename not available): DrvPresentBuffers + 0x830659 (0x5FA98AF8) (atioglxx): (filename not available): DrvPresentBuffers + 0x8a9f8 (0x5FE29109) (atioglxx): (filename not available): DrvPresentBuffers + 0x41b009 (0x003E91AB) (KSP): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0x8438b (0x003E03A4) (KSP): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0x7b584 (0x0014E259) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x40d69 (0x0014C4AB) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x3efbb (0x0026CB55) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x15f665 (0x0408AA1F) (Mono JIT code): (filename not available): (wrapper managed-to-native) UnityEngine.Texture2D:LoadImage (byte[]) + 0x2f (0408A9F0 0408AA5D) [03764E70 - Unity Root Domain] + 0x0 (0x141097DE) (Mono JIT code): (filename not available): ActiveTextureManagement.TextureConverter:IMGToTexture (ActiveTextureManagement.TexInfo,bool,bool) + 0xae (14109730 14109AB1) [03764E70 - Unity Root Domain] + 0x0 (0x1410601F) (Mono JIT code): (filename not available): ActiveTextureManagement.TextureConverter:GetReadable (ActiveTextureManagement.TexInfo,bool) + 0x25f (14105DC0 141060AC) [03764E70 - Unity Root Domain] + 0x0 (0x141058FE) (Mono JIT code): (filename not available): ActiveTextureManagement.CacheController:RebuildCache (ActiveTextureManagement.TexInfo,bool,bool,bool) + 0x2e (141058D0 14105D56) [03764E70 - Unity Root Domain] + 0x0 (0x1410585E) (Mono JIT code): (filename not available): ActiveTextureManagement.CacheController:FetchCacheTexture (ActiveTextureManagement.TexInfo,bool,bool,bool) + 0x66e (141051F0 1410586F) [03764E70 - Unity Root Domain] + 0x0 (0x1410409D) (Mono JIT code): (filename not available): ActiveTextureManagement.DatabaseLoaderTexture_ATM:UpdateTexture (ActiveTextureManagement.TexInfo) + 0x54d (14103B50 141040DC) [03764E70 - Unity Root Domain] + 0x0 (0x141038BD) (Mono JIT code): (filename not available): ActiveTextureManagement.DatabaseLoaderTexture_ATM/<Load>d__4:MoveNext () + 0x75 (14103848 14103916) [03764E70 - Unity Root Domain] + 0x0 (0x14103981) (Mono JIT code): (filename not available): (wrapper runtime-invoke) <Module>:runtime_invoke_bool__this__ (object,intptr,intptr,intptr) + 0x41 (14103940 141039EA) [03764E70 - Unity Root Domain] + 0x0 (0x100F00B6) (mono): (filename not available): mono_set_defaults + 0x22bf (0x1005D6DF) (mono): (filename not available): mono_runtime_invoke + 0x51 (0x00135C38) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x28748 (0x001D09F5) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0xc3505 (0x001D0B7E) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0xc368e (0x001D09A1) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0xc34b1 (0x0012556D) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x1807d (0x001257A3) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x182b3 (0x001277E1) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x1a2f1 (0x00128BAB) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x1b6bb (0x002822E2) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x174df2 (0x040551FF) (Mono JIT code): (filename not available): (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator) + 0x2f (040551D0 0405523C) [03764E70 - Unity Root Domain] + 0x0 (0x040551BC) (Mono JIT code): (filename not available): UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator) + 0x14 (040551A8 040551C1) [03764E70 - Unity Root Domain] + 0x0 (0x0405A9D7) (Mono JIT code): (filename not available): GameDatabase/ :MoveNext () + 0x178f (04059248 0405B9E7) [03764E70 - Unity Root Domain] + 0x0 (0x04055361) (Mono JIT code): (filename not available): (wrapper runtime-invoke) <Module>:runtime_invoke_bool__this__ (object,intptr,intptr,intptr) + 0x41 (04055320 040553CA) [03764E70 - Unity Root Domain] + 0x0 (0x100F00B6) (mono): (filename not available): mono_set_defaults + 0x22bf (0x1005D6DF) (mono): (filename not available): mono_runtime_invoke + 0x51 (0x00135C38) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x28748 (0x001D09F5) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0xc3505 (0x001D0B7E) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0xc368e (0x001D09A1) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0xc34b1 (0x0012556D) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x1807d (0x001257A3) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x182b3 (0x001257DF) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x182ef (0x0010F0AE) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x1bbe (0x0019F587) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x92097 (0x00213E4B) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x10695b (0x0021566B) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x10817b (0x0047E948) (KSP): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0x119b28 (0x004B3830) (KSP): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0x14ea10 (0x750D919F) (KERNEL32): (filename not available): BaseThreadInitThunk + 0xe (0x77160BBB) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x84 (0x77160B91) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x5a ========== END OF STACKTRACE =========== Full log.
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That's some gorgeous looking sky in the second pic, Proot!
- 3,403 replies
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- renaissance compilation
- visual enhancements
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(and 1 more)
Tagged with:
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
BudgetHedgehog replied to sarbian's topic in KSP1 Mod Development
Excellent plan, Sarbian. Sounds like this will be a very well-done implementation of things. -
Probably will only be a mod if someone copies it and releases it (if they's allowed to?). Don't hold your breath for another official Squad mod (or Squod), especially considering not many parts for it were made. I haven't heard any news of them revisiting the IVAs, though I agree, it'd be nice if they did. Again though, don't hold your breath. Also, thanks for the rep, you're too kind None that I know of, sorry. That tweet is all the info I believe we know about it.
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1, probably not, will come later. IVAs are a pain and not entirely necessary for you to use the part. 2, yes, biomes on all planets and moons. I think there's 106 now. I didn't include any info in the OP as I joined the Twitch stream too late. 3, yes, you can see the overhauled UI in the Editor Overhaul section of the OP. Looks pretty good and apparently very easy to get the hang of. 4, won't be in. Maybe released as a 'legacy' part from Squad, but considering the superior work by PorkJet.. don't hold your breath. 5, see 1. The Sam Hall Internals work fine for now though and I'd be surprised if Squad didn't use it in the final release - why reinvent the wheel, after all. All other IVAs exist and if they're redone, that will be in a later polishing update - definitely not this one (that I'm aware of).
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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
Tried using a plane? Easier to stay in the altitude limit so you can vary your speed as needed. -
@Thomas988: Im not crazy about the VAB limits, but the launchpad already limits mass. I'm thinking size restraints would be more ideal, but a lot more difficult to code. The editors.. they're now the same thing in function only. You'll still get the SPH background in the SPH, likewise for the VAB. However, they share the same building code which is less things for the game to load (so far, it's had to load basically the same thing twice).
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Convert the city lights and cloud textures from tga to png (correctly)? (The problem is with EVE, btw) -
Higher tier probes in the tech tree. Like Stayputnik is the Get What You Pay For bargain probe, RGU-L01 is the bee knees with full SAS control. EDIT: I see where you're coming from, but as mentioned, the critical upgrades are the first ones to come and are very cheap (as in, cheaper than your first vessel). You can literally start the game and go straight to upgrading the tracking station because that upgrade is so cheap. As for increasing difficulty, Max did say 'yeah, it's a mean thing to do.. but career mode is supposed to be hard'. Make of that what you will Really going now, guys...
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Max said the upgradable system is moddable, but I wasn't sure what he specifically referred to (models, tiers, limits etc), so I left it out. Agreed without in the resource transfer - something tiny but still awesome. That's exactly why I wrote this summary - because it's likely the first time you'll hear about it is either in the release notes (so.. spoilers, I guess) or someone offhandedly mentioning it was in Squadcast. And you're welcome. I think I'll go to bed now - I have to be up in 5 hours time for a 12 hour shift tomorrow.. Sigh..
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You're very welcome, I feel the same way you do. Hearing someone say 'oh, that was mentioned on the last Squadcast' and I'm like '¬_¬'.. I just want people to never feel like they're missing out on important stuff (like the new resource transfer logic). I don't kow if this will become a regular thing, it depends on my hours at work.. I'll try and do the best I can, it'll probably be replies to this thread rather than a whole new one.. But yeah, I thought some people would appreciate this stuff written down somewhere. I'll change the date to ISO 8601