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Everything posted by BudgetHedgehog
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Kind of. It's the dll only so you should just be able to overwrite your current Kethane folder with the one from the patch, provided you have 0.8.8 installed. But it's not a different link to the one in the OP. Course, without any pictures or logs, I'm stabbing in the dark here - there could be a hundred reasons why your drill isn't working, I just recommended upgrading to the version that works with the latest KSP.
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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
Use the latest version of KER then (0.6.2.10 or 1.0.6). -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
BudgetHedgehog replied to KospY's topic in KSP1 Mod Releases
Hooray, it lives! Glad to see you back KospY, if only for a short while -
Question about fuel cheats.
BudgetHedgehog replied to Snakesballz's topic in KSP1 Gameplay Questions and Tutorials
Edit the savefile? -
Keep current SP+ attach nodes, cargo bays (openable in editor, of course), the inline cockpit, intakes and the toggleable heat shielding, and the docking port. Add missing IVAs, nosecone, SAS and decoupler . Fix CoL and the spazzy thing that happens when you try and attach a wing directly in the middle of another wing, as well as some other things I'll think of when i hit Submit.
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I am thoroughly opposed to any and all "Science Over Time" ideas. Even if there's diminishing returns, it's still basically free Science which renders it pointless. And I assure you OP, you are not stuck. You just need to think creatively - docking ports are the key to interstellar travel. Until you unlock them, it's just about getting the most amount of dV into orbit and waiting for a transfer window. But yeah, Science is already too easy to get. It was possible to never have to leave the Kerbin system to complete the tech tree and now with contracts offering free science, it's possible to never even need to leave Kerbin itself. EDIT: But yes, a stock telescope would be a nice addition, provided DOE and EVE also eventually get stock equivalents.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Sweet jebus, my body is ready... -
Eh, at sea level, if you were 340m away from the action, it'd take a second for the sound to arrive - I'd call that noticeable. I'd also question why the camera is 340m away from parts that are either exploding or otherwise making a noise (firing engines). Would be pretty neat to have as a mod (and it already is), but I think it wouldn't be that big of an improvement to be worth development time. Aside from the fringe cases where it'd be A, noticeable and B, pretty awesome, I can only see people asking why their sound is slightly behind the audio. And by slightly, I mean like 1/4 of a second or less. Noticeable, but only just.
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No, I like it on by default. If I detach something, it's usually because I don't want it, it's debris. Clogs up my savefile, requires a visit to the TS to remove it, another parts to load in the scene etc... having it go kaboom is pretty useful and I want it gone a lot more often than not so yeah.. keep kaboom on by default
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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
Woo! I can upgrade! And why do I suddenly have a urge to call them 'polar' and 'retrograde' orbits? Thanks for the work, glad to hear the bugs got squished. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Looking great! I think a normal map would do the job fine. I wonder what the max height is? Skyscrapers would be great fun to fly through between. Also the ground scatter would need some looking at to stop trees appearing in the middle of the road. No idea how, though. Might just be something we have to live with. -
Asking 'this doesn't work. Why not?' is not giving information for him to help you. Any question for help should be accompanied with at least a detailed description (including images), a screenshot of the Gamedata folder, the output_log.txt file that comes from a session where the issue happened and the version of KSP and the mod you're using. Saying 'why doesn't this work?' is like me asking you right now 'why is my car not working correctly?'.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
Won't that look really weird when viewed from anywhere apart from straight down? Otherwise, whoa... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
It's cute you think people read. Seriously though, the amount of times sirkut has had to say 'don't attach docking ports to IR parts because they break things' despite the OP stating "Things to remember and future plans 1. Do not dock two crafts together with docking ports attached to pistons. Sure it's cute but it will screw up one of your craft's piston and will do really crazy things. It's a bug, I know about it." does not fill me with hope that people will read the part description or understand what it means. And whoever wrote that is wrong - granted, 'ligÃ…Â' means 'I bind' or 'I unite' etc so that is probably where the confusion comes from, but not 'lego'. That really does mean 'I read'. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
Without wishing to derail the thread too much, Latin for 'I build' is 'aedifico' (or ecficio, creo, fabrico, ecfio etc) and while 'lego' is a Latin word, it means 'I read' in English. 'Lego' does not mean anything close to 'I build' in Latin. But yes, Lego is the singular and plural form. Also, sirkut, I second the recommendation to disabling attaching docking ports to robotic parts. Although then, you'd get people asking why they don't attach so instead of you having to say 'don't attach them', you get to say 'that's intended behaviour'. Fun times either way, but at least you wouldn't get any broken vessels. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
'Lego' is a portmanteau of 'leg godt' which means 'play well' in Danish. Still has no real plural form, but it doesn't mean 'I build' in any language I know of. Correct me if I'm wrong, though. -
[1.1] RLA Stockalike 13.4 [25 Apr]
BudgetHedgehog replied to hoojiwana's topic in KSP1 Mod Releases
Don't get me wrong, I'm glad the Cutter is back but I will admit, I'm a touch disappointed. If I'm reading the cfg correctly, it's basically just an SRB that uses LFO now - throttle-locked and can only be ignited once. Completely the opposite for what a rocket engine is and just doesn't happen with real life aerospikes. Indeed, if multiple linear aerospikes are stacked side by side, it's possible to "augment steering performance with the use of individual engine throttle control", according to Wikipedia. Being a contender for the SSME wouldn't happen if real life aerospikes were like the Cutter (throttle-locked etc). I love the work you've put into this pack but I don't think this particular decision is a good one. Please reconsider EDIT: In the meantime, how can I make this rocket engine act like a rocket engine? I get the "throttleLocked" and "allowShutdown" bit, but there seems to be a lot of dependencies in the FX as well. Honestly, I might as well just not bother with it - my existing crafts that had it are useless now (model changes aside). -
@dweorg: Couple things - there's a bug with FAR that it sometimes doesn't calculate things correctly upon launch. However, if you use launch clamps, when you stage then, FAR is forced to recalculate and proper shielding will be applied. Second, your rockets are breaking up because you're likely going too fast. The stock "45 at 10k" turn doesn't work, you'll want to start your turn at roughly 70m/s and keep the TWR low - around 1.2 to 1.4 while in the lower atmosphere is enough.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
BudgetHedgehog replied to shaw's topic in KSP1 Mod Releases
I don't wish to appear rude or anything, but.... are you 100% sure? When did you download TR? Also, could you post the output_log.txt from a session where it's caused? -
They're not RCS ports. They were RPM cameras but they made Bad Things happen so were removed in 1.3. But yeah, they're not supposed to be RCS ports, despite them looking very much like them. I agree with you, by the way - it'd be nice to have some there. At least until Porkjet makes his own RCS blocks or something..