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KSP2 Release Notes
Everything posted by BudgetHedgehog
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You can. Copy and paste this: @PART[XXXXXXX]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 2 attachOnPart = True attachOnEva = False attachOnStatic = False } } Into a new .cfg file. Replace XXXXXXX with the desired part name and start the game. Grab the part, and open the KAS debug menu. Fiddle with the numbers until it looks right. Remember them and save them to the above code.
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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
Navhud? I have that on in front of me right now - it displays targets but A, the waypoints aren't targets and B, it's only in flight mode anyway Sounds great! Look forward to it Heh, as I type this, MJ is driving my rover south.. I overshot the target landing site by quite a bit.. thanks god it's the flat Ice Caps and not the Mountains or something.. Loving this mod, thanks! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
BudgetHedgehog replied to Arsonide's topic in KSP1 Mod Releases
Another quick question: are the rover/aerial waypoints visible in the tracking station? If not, would it be possible to make them so? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
BudgetHedgehog replied to Arsonide's topic in KSP1 Mod Releases
You da man! I was just wondering because that contract looked pretty neat. Glad it's still coming -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
BudgetHedgehog replied to Arsonide's topic in KSP1 Mod Releases
Two quick things: Could you post a changelog somewhere if possible? And I recall some mention of putting satellites into target orbits, but the OP doesn't list that in the new contract types. Is the list incomplete or is that contract in the works? Either way, I used Extra Contracts and had just got an Asteroid Interceptor up and ready.. had to delete it from the savefile and refund my money.. uhh, what Asteroid Interceptor? It was never there.. >.> -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
BudgetHedgehog replied to Thesonicgalaxy's topic in KSP1 Mod Releases
That would suggest it's regex's Random Crew mod, not BA, that's causing or at least implicated in the crashes. Also, the "Could not load type 'CrewRoster'" is something I've seen when mods that use old methods of calling the crew list aren't updated to 0.24, which uses I think KerbalRoster or the other way round or something - again, something that Random Crew would have a big involvement in and not RSS, EVE, Custom Asteroids or KittopiaTech (or I'd be very surprised if they were). -
I've had that before without SP+ - basically, the SPH symmetry bugs out. Unfortunately, the craft file gets corrupted and the vessel needs to be scrapped and rebuilt. It's not a SP+ issue per se, just that it can happen to its parts. As well as stock parts, mind you.
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[SPOILER] (possibly) New main menu screen
BudgetHedgehog replied to 4nxs's topic in KSP1 Discussion
You sneaky little... I did wonder what that sh.png was when I updated Toolbar, but having never had this screen, I hadn't made the connection. Good one -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
BudgetHedgehog replied to shaw's topic in KSP1 Mod Releases
If the helmets changed, that'd be due to a change in the cfg, specifically "isAtmSuitEnabled = true" - did you change or update TR between a few days ago and now? Either way, that flag changed and is easy to change back. As for the EVA pack, I've no idea then. Laythe nor EVAs have changed in 0.24.2. Have you checked your output log? That might have some clues, but I'm not sure. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
BudgetHedgehog replied to shaw's topic in KSP1 Mod Releases
I doubt it is related to TR.. well, the helmet thing is, but that's because Laythe atmo is breathable. Anyway, Laythe has a pretty similar, if slightly lighter gravity to Kerbin - that's probably why your EVA pack isn't working, it's just not powerful enough, like it would be on Kerbin. When you say everything was fine 2 days ago, what do you mean? Was KSP loading? Did your kerbal have a helmet? Could he jump and reach the ladder? Were your relatives feeling ok but now are not? "Everything worked but now doesn't" isn't terribly helpful. -
[24.2] Karbonite Ongoing Dev and Discussion
BudgetHedgehog replied to RoverDude's topic in KSP1 Mod Development
From the OP: There was never any intention to maintain compatibility with Kethane. The whole point of this was to create something that didn't depend on Kethane because of the licensing issues and ModStats. That, and competition is always healthy if you want the overlay and everything Kethane contains, keep Kethane in. It should be simple enough to create Karbonite as something that can be scanned and extracted with the Kethane parts (similar to EPL's Ore). I don't know off by hand how to do it, but I'm sure it's something that could be done in a day or two. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
BudgetHedgehog replied to cybutek's topic in KSP1 Mod Releases
Ohh, it's KER adding the part stats? I saw them, thought they were really pretty cool. It's great that it shows the stats in the staging list as well. I just like it in general, really -
In case it's not already supported, AntennaRange replaces ModuleDataTransmitter with ModuleLimitedDataTransmitter.
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[24.2] Karbonite Ongoing Dev and Discussion
BudgetHedgehog replied to RoverDude's topic in KSP1 Mod Development
I feel like I need a 'Karbonite For Dummies' explanation.. I had trouble figuring out ORS when I used KSPI, I'm still having trouble now. From what I understand: A planet doesn't run out of a resource, it just has different extraction rates in different places, a concentration of the resource but it's not depleted. There's a scanning dish that shows areas of high concentration as markers on the planet while in flight mode - there's aren't necessary for extraction to work, but they do speed it up. You land, you drill, you extract, you store. You can then convert it to LF/O or transport it elsewhere. My questions are - Does it follow the same fuel routing rules as Kethane (such as the direction of pipes to converters etc)? Is there a PartModule converter that I can adapt to convert Karbonite/LF/O to other things, such as to Oxygen for TAC or split it into Hydrogen and Karbon and then combine the Hydrogen and Oxygen to make Water for TAC? I'd love to adapt some parts to act like that for my eventual bases. Where does SCANsat come in - is it just a secondary display? Are the concentration maps pngs overlaid onto the map SCANsat generates? Can the SCANsat parts scan for Karbonite as well? Does Karbonite even need to be scanned/mapped out or is it the concentration all over already known about from the start and the scanner just toggles the markers? I'm looking forward to trying this - I've removed Kethane from my install (haven't reached a point where I can use it in my career mode yet) and am eagerly awaiting a usable release (I know about the dev versions, but in like two days, already the stock scanner is deprecated ) Thanks in advance -
They already exist in Stack Inline Lights, but as GlowStrips uses emissives, they won't look as terrible.. hmmm
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
BudgetHedgehog replied to sarbian's topic in KSP1 Mod Development
Is there supposed to be just the one cfg for the stock engines? And will the KW config posted earlier still work?