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Everything posted by BudgetHedgehog
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If it helps narrow down the search, FARs latest update includes an option to tint parts that are stalled/draggy/lifting etc.. I'd wager that's the conflict with your tint.
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Poodle - looks too... simple. Needs moar pipes and rings and thingamubobs and doohickeys. Don't turn it into another KW SPS, pls no... Also, mind that square thrust plate doesn't look odd on the circular ends. Mainsail - looks a bit wimpy. Compare it to blackheart's retexture - that one looks beefy and powerful. Honestly, I think it'd be fine if you just removed the tankbutt, added proper gimbal. Make it chunky and I'll be happy. My two cents, of course - take them or leave them
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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
Just here to say that my install of B9 is working perfectly. No ATM, but use OpenGL and have KWR installed as well - no crashes. Thinking of making my CSS Shuttle interior use the HL one instead - looks nicer, is roughly the same size/shape.. Until that IVA gets a proper upgrade, the HL is looking pretty attractive..- 4,460 replies
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Node attachment problem
BudgetHedgehog replied to Eric Fox's topic in KSP1 Technical Support (PC, modded installs)
Make sure you've updated KW Rocketry to 2.6d2 - that fixes a lot of scaling errors you're likely encountering. -
Component Space Shuttle - dev thread [IMG heavy!]
BudgetHedgehog replied to a topic in KSP1 Mod Development
I just noticed - some parts are lacking a techRequired entry (like the cockpit). Just something else to remember for the next release -
[WIP] Nert's Dev Thread - Current: various updates
BudgetHedgehog replied to Nertea's topic in KSP1 Mod Development
That is one amazing cockpit.. -
Can I make a request? That the part cost scaling gets reduced? For example, scaling up the 0.625m IRW to 1.25 make it go from 600 to 4800 - for comparison, the normal 1.25 IAS is 1200. That means the rescaled part is 4x more expensive than the standard size part. That is insane. For me, TweakScale is supposed to create more opportuniies and uses for parts, but as I pretty much only play career, making parts 4 times as expensive than their counterparts makes no sense. Even for things that have no counterpart - like dtobi's SSE mod. Making the largest fuel tank, a 3.75m wide one, to a 5m wide one turns it from 6091 funds to 14440. Yeah, it's not 4x like before, but it's only the next step up i.e 1.3 times as wide but it costs over 2 times as much. 3.75m is 3/4 of 5, so it should only really be between 7613.75 (6091[cost of 3.75m tank]*1.25 so that would make it exactly the same amount as a 'normally' scaled 5m tank) and 11420 (3.75m/4 = 0.9375m, (0.9375m)*2 = 1.875m, 3.75m+1.875m = 5.625m) which ends up a little over 5m.. as we're aiming for balance, yeah, keep it a little bit more expensive than what it would normally be but not prohibitively so.. Disclaimer: If my maths make no sense/is wrong, sorry but I've a few too many Captain Morgans and it makes sense to me right now. Please don't ask me to explain it tomorrow because I'll likely look at it and think 'what on Kerbin was I thinking...'.
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Wow, these look pretty good! Will check them out in a bit
- 63 replies
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- career
- admin building
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Component Space Shuttle - dev thread [IMG heavy!]
BudgetHedgehog replied to a topic in KSP1 Mod Development
See, I had that same thought.. I downloaded it just because I wanted to see and as long as you only install the absolutely necessary bits (i.e the bits that actually make the Shuttle), it works fine. For instance, I have no Romfarer, ModuleRCSFX, RealChutes or EngineThrustController and got it it to a decent 90km orbit, even with FAR installed. Simply didn''t use the SRBs provided (I used some of KWRs) and got my own main tank (albeit from the SSE mod which is awesome enough to not have as just a dependency). Firespitter and Smokescreen you should have anyway and that's about it.. Admittedly, I haven't landed it yet so no doubt the RealChutes mod will come in handy then, but I don't know yet. -
It's cute you think people read. If you understand the instability issue, then you understand why ferram will have no part in enabling it in x64. Bear in mind as well that 0.25 64bit is more unstable than 0.24.2 64bit - even the devs admit that. Anyway, this is why:
- 14,073 replies
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- aerodynamics
- ferram aerospace research
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There's plenty of mods around that show this data. If you're after a lightweight one that has that Info near the navball, I recommend Kerbal Flight Data -http://forum.kerbalspaceprogram.com/threads/80842-Kerbal-Flight-Data-%2822-05-2014%29
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You know that the IRW ("The part that currently makes the old ASAS/Inline reaction stabilizer redundant") is 0.625m wide, thus enforcing its use in tiny probes, not 1.25m crafts, right? It's pretty simple - IRW=0.625m, IAS=1.25m, ASAS(L)=2.5m. Each have their own sizes, ideal applications and torque value.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
If it's not too late for the next release... I noticed a pretty annoying but small.. bug, I guess, with the input lock code you use (1.0.9.3). Mouseover the KER window in the editor and then press \ to hide the window. The camera and all Save, New, Exit etc buttons are all non-responsive - basically, the input lock is still active. Only way to fix it is to bring back up the KER window and then mouse off. Don't know if it's fixable, but it happens.. pretty tiny thing, but it did confuse me for a few seconds. -
So I removed ATM as a test to see if OpenGL could hold its own and I was surprised - not even cracking above 1.9GB, and that's with KW Rocketry and a whole bunch other mods.. I'll see how it handles B9 when that gets updated and possibly NearFuture as well. Anyway, I digress - loading with ATM takes a LOT less time than without, so what do I need to change in what config to not rescale or downsize anything, but still take advantage of the drastically decreased loading time, if possible at all?
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Sorry for the double post, but could I ask that the aerospike's texture gets a second look? Every time I see it, I think the texture hasn't loaded properly and is just pure black. Some bright silver rings or lines on the base or on the spike or something to liven it up, make it less.. black, I guess.