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Everything posted by BudgetHedgehog
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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
Also, for 1.X, can we make the hide Engineer shortcut '\' key work in the editors please as well as flight? Thank you -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
I don't care about B9 engines or anything, I just wanted big cargo planes so I could put things bigger than a 0.625 probe into space. That's why I'm using B9 and frankly, I find it a little offensive when people say that I shouldn't use a mod because I play my single player sandbox however I want. Yes, I have FAR installed (with it's stock tweaks) and I deleted the B9 stock tweaks (and it's engines) because that's how I enjoy playing my game. Who are you, who is anyone, to tell me that I shouldn't be using B9 if that's the case? Like I said, I don't care about engines, OP or otherwise, I just wanted big cargo bays for big planes so I can take useful stuff into orbit.- 4,460 replies
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A proposed unit of measurement - the OTE (pronounced "oat")
BudgetHedgehog replied to Norcalplanner's topic in The Lounge
Yep. And if you leave it orbiting a planet with a probe core and an antenna on it, it becomes a satellote. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Click the Files link - it contains previous versions, including 5.2.1. The Download button on the main project page just points to the most recent file, which is the DRE cfg.- 4,460 replies
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A proposed unit of measurement - the OTE (pronounced "oat")
BudgetHedgehog replied to Norcalplanner's topic in The Lounge
If you launch an orange tank and leave it orbiting the solar system, does that make it a meteorote? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Yes - x64. It's buggy enough when it's stock and adding even just parts seems to make it more unstable. Despite it being ostensibly unlimited in terms of memory usage, it still seems to be restricted. It might work for you, it might not - the point is that Win x64 is unpredictable so trying to pinpoint bugs is too difficult due to it CTDing with some people and working fine with others. Nothing's stopping you from using this in 64bit - they're just parts, they'll always work. What makes them not work is the inherent instability with the x64 build, which is why the devs recommend 32bit - so they can narrow down and pinpoint bugs/fixes. If a bug is present on x86, it'll be present on x64 and can be fixed, but if a bug is present on x64, it may not be reproducible in x86 which makes pinpointing it difficult (see above for reasons why).- 4,460 replies
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
BudgetHedgehog replied to KospY's topic in KSP1 Mod Releases
Yep, it's a simple MM config file. Thankfully, someone's already done the hard work for you here. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
HotRockets only has a conflict when the default hotrockets_B9.cfg is present. Installing those stock configs should have no effect on B9 engines. But, from scratch, what I would do is this: 1, install HotRockets from its OP. 2, install those stock expanding plumes configs I linked, overwriting the Squad configs. 3, Install B9, overwriting the HotRockets B9 config and required .mu files. Anybody, please correct me if I'm wrong. This is just what I think the order needs to be.- 4,460 replies
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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
That's thanks to the Smoke Screen plugin and its logGrow/linGrow functions (see the entries in the engines cfg and here for examples (in fact, that link also contains a cfg for stock and NASA engines so you don't have to do anything except copypaste ).- 4,460 replies
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Command pods don't make a lot of sense to scale - they won't be able to carry more kerbals, the IVA stays the same size etc.. Probes though, I think they should scale. Wings, I don't know, but adapters are pretty tricky to scale. 1.25 - 2.5 isn't the same proportions as 3 - 2.5 or 1.25 - 0.625. The ones that can scale sanely already do, but they're part of mods, no stock adapter can. Hang on a tick, I'll find the post here.. Here it is: Also, as far as I know, FAR sees the parts as they are i.e. correctly.
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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
Users can, mod managers can't. That's what the original thing referred to. Also, to throw my two cents in - I haven't experienced any problems with Tweakscaling parts that don't have a FSfuelSwitch thingy. Like the airbrakes, for instance, they work fine, no problems. Same with the SABRE, the M upsized worked great for a HL-sized Shuttle Main Engine. I haven't tried tweaking the tanks because really, why would you? If you want a bigger part, there's already one in the pack... Also, yes, I kinda made a Shuttle with the HL system and 5m tanks. Mk1-2 pods look so tiny and cute in it's cargo bay! Full album here.- 4,460 replies
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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
Excellent, thanks. As far as I can tell, since I don't use the HX or AirCS, I can delete VK and ResGen. Not sure what deleting KineTech will do to the intakes, but if it helps them perform better or whatever, meh, I'll keep it. Already had SS, FS and JSI so that's no bother.. the CrossFeedEnabler though, I'm not sure about. Either I'm using it wrong or I think it's doing something different to what it's actually doing, but I can't figure it out. I'll keep it around, just in case.- 4,460 replies
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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
.... They're animated?- 4,460 replies
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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
Apologies if this has been asked before, but seeing as B9 ships with (and is dependent on) a large amount of plugins, could someone tell me what KineTech, Virgin Kalactic and ResGen do? I know about FS, JSI, SmokeScreen etc but not those. VK I think just handles the nodes on the HX parts, right? EDIT: After some research of my own, it appears ResGen handles the intake for the B9CompressedAir, correct? And KineTech does... something, I can't code.- 4,460 replies
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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
KAX rear wheels as well, I think?- 4,460 replies
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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
The Bitbucket link still points to 5.2 btw, not 5.2.1. Just an FYI.- 4,460 replies
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Disable physics on "background scenery" ships
BudgetHedgehog replied to Wanderfound's topic in KSP1 Mods Discussions
Just an aside, if you decrease the physics range to 100m and your granstands are over 100m away, they won't show up at all so there's no point in them being there. You could, however, use that part welding mod to make the things one part which would ease the physics calculations immensely. -
No part testing contracts showing up
BudgetHedgehog replied to Nori's topic in KSP1 Technical Support (PC, modded installs)
Because you have mods that add new contracts, that leaves a bigger choice of contract for the game to randomly pick a type from, thus lowering the chance it will pick a part-testing one (say the only contracts possible are part testing and transmitting science - the chance of you getting a part test is 50%. If there's part testing and 9 other types, that's just a 10% chance it'll get picked). The game does pick them entirely at random though so I guess you're just in an unlucky streak. -
I fully expect someone make a Kerbpaint layer for that if PJ makes the part
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Ooh, I thought of a part I want! A Mk2 shape air intake! Similar to the Mk2 adapters, but with a big hole instead of an attach node Or even better, have it like this intake, with the two channels. And a Mk2 shape on the back. Sorry if this is in the works already, I just saw someones craft file and it's aching for one of these.
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New building - KERBAL AEROSPACE MUSEUM
BudgetHedgehog replied to Cocox's topic in KSP1 Suggestions & Development Discussion
I'm going to echo sumghai's thoughts on this because they perfectly reflect my own: -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
And just as I'd finished making something with the old B9... Glad it's back and the lowered part list bloat is much appreciated! Excellent work from everyone involved- 4,460 replies