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Everything posted by BudgetHedgehog
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
BudgetHedgehog replied to KospY's topic in KSP1 Mod Releases
You dun goofed, son. It should be just KSP_Win\Gamedata\KIS\Parts etc. This is the entire and correct installation path on my computer, for example. Your folder will have different names, but in the KSP root folder, there is Gamedata and in that, goes the KIS folder (not the KIS_1.2.2 folder). ModuleManager.dll (that's its name) should be located in KSP_win\Gamedata. -
EFFECT { name = ValueModifier valueId = RecoveryMinimumDelta effectDescription = to Minimum Vessel Recovery minValue = 1.05 maxValue = 1.15 } EFFECT { name = ValueModifier valueId = RecoveryMaximumDelta effectDescription = from Maximum Vessel Recovery minValue = 0.94 maxValue = 0.90 } I don't know what this means, but this it.
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You're using the old-style fairings' date=' right? Because on my end, that has the ejection force set to [b']-200, not 800 as in yours. Do you have any mods that would swap it from a negative to a positive number? Either way, that number should be negative, which would explain why they're decoupling the wrong way.
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To me, this is the crux of the issue. I mean, the engine has to end somewhen, and I don't know if OP looked at the requirements for a plug nozzle to be a plug nozzle (or even read the the words 'plug' and 'nozzle'), but there would have to be, surprise surprise, a plug in the nozzle. The aerospike has no plug. Compare the following images, the first, an aerospike, the second, a plug-nozzle: Now, they do look similar, I will admit that, but a plug nozzle compensates altitude changes by moving the plug (like how you change the hose thing for straight vs spray flow), the aerospike doesn't as the different air pressures change the exhaust automatically. The game 'spike does not move, therefore it is an aerospike. Yes, it has a truncated end, but like I said, it has to end somewhen, all 'spikes do. Regarding the attachment node on the bottom, am I the only one who sees the engine fairings as interstages which support the weight rather than attaching directly to the engine? Is it honestly impossible to build a tube around a real life aerospike that doesn't touch it, but attaches to a supporting structure above it (say, a fuel tank) and that you attach more stuff to it below? Get a bottle cap, pretend it's an engine, stick it to the bottom of a cup. Get a toilet roll holder, put it on the bottom of the cup as well. Stick stuff to the toilet roll holder. Now tell me an aerospike can't have stuff attached below it.
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FWIW, it's possible to have both, but I think it needs to be on the model (Stock Part Revamp pits and pods have both lights and shiny, presumably because they are new models specifically set up to have both).
- 888 replies
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- texturereplacerreplaced
- visual
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
BudgetHedgehog replied to NecroBones's topic in KSP1 Mod Releases
Honestly, the day after I install this, you update it Anyway, you have no idea how much I have wanted a smaller capacity 2.5m MP tank.. 750 is way more than I would ever need, except for refuelling stations (which I don't usually do). -
Previously, that was due to a corrupted file - either loaded wrong or just plain corrupted. Converting the file to .dds usually fixes it.
- 3,404 replies
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- renaissance compilation
- visual enhancements
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Well, as title. Before server migration, I got emails. Afterwards, I get none. All thread subscriptions are still set the same, my email hasn't changed, they're not going to Spam, I just don't get them any more. Pls halp?
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This forums reputation system is hilarious :)
BudgetHedgehog replied to Farex's topic in Kerbal Network
9 am and I'm already laughing. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
BudgetHedgehog replied to Felger's topic in KSP1 Mod Releases
Yup. The post I got these from has some other examples of different coloured exhausts. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
BudgetHedgehog replied to Felger's topic in KSP1 Mod Releases
LO/Methane: LO/Alcohol: Low NOx Combuster: -
[1.2] Procedural Fairings 3.20 (November 8)
BudgetHedgehog replied to e-dog's topic in KSP1 Mod Releases
Sounds more like a problem with Procedural Parts than Procedural Fairings. -
[1.0.2][May20] WasdEditorCamera: FPS editor controls
BudgetHedgehog replied to FW Industries's topic in KSP1 Mod Releases
Just wondering, is it possible to add camera rotation to this? I just got back from a tour of my space station with FreeIVA and the Q/E rotation made sense so I was sad to realise that the camera didn't behave the same way in the editors. To clarify, it's rotation along the forward axis i.e. straight in front of you, rotate around that, similar to how planes roll in KSP (Q/E make them bank to the left/right, as should they also make the IVA camera rotate clockwise/anticlockwise). Of course, that would mean that up/down, (current Q/E), would be remapped to Alt/Space or something.. or have one speed as the default, the slowest, and just have Space speed it up.. I dunno.. just a suggestion, to have similar FPS controls to another FPS mod. -
.dds is a filetype, like .png or .jpg but it's one that is used directly by your graphics card. PNGs or JPEGs need to be converted, by your graphics card, into .dds so it can read and use them. This increases time and RAM usage as it's loading the PNG etc and the actual .dds used. If the textures are already in .dds format, no conversion needs to happen, which means good news for everyone. (please, someone correct me if I'm wrong, this is just my basic understand of it, from knowing what ATM and DDSLoader used to do).
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thoughts on the New porkjet 1.05 album
BudgetHedgehog replied to Rath's topic in KSP1 Suggestions & Development Discussion
Huh, fair enough. I thought it was mods.. *goes and checks* ah, it's the gimbal speed tweakable added.. Fair enough, that argument can be ignored. Other points still stand though.