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Everything posted by BudgetHedgehog
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They're there, they look like the main engine on the bottom here (credit /u/dallabop on reddit) Anyway, @Ven, there's a small gap between the Poodles fairing and the tank if it's used on a 2.5m stack. If you attach it to the higher 1.25m node, obviously the gap goes, but so does the tankbutt. Not sue if the Skipper does the same, haven't tried it.
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Disable zoom and camera change upon docking
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Mods Discussions
That's.. actually genius! I'll have to start doing that, never thought about doing it. Still though, would very much like something to disable it. -
Correct - browsing the documentation, even just the windows need to be their own separate transform, props should not contain flat mesh colliders, the IVAs have to match up to the external model (something a surprising amount of pods don't do).. like I said, new textures and configs aren't going to cut it, the part has to be modelled (almost) from scratch with JSITransparentPod in mind (obviously possible to retrofit a pod with it, but this does involve modelling etc).
- 2,070 replies
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- iva
- rasterpropmonitor
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The NERV, and how to improve it
BudgetHedgehog replied to Nothalogh's topic in KSP1 Suggestions & Development Discussion
Have 2 sizes, problem solved. Even better, have a tiny one for probes (though, technically, it should use Liquid Hydrogen which means a bigger volume.. I can't explain the confusion and sadness I felt when I installed NearFuture tech to change the RLA NTR to LH2 and a similar sized probe having less dV in LH2/NTR mode than chemical rocket mode). Ok, 2.5 and 1.25m only.. makes most sense. -
Transparent windows are a possibility with a PartModule from JSI (JSITransparentPod), but the model has to be specifically set up to include it - you can't just slap it on the stock cupola and call it a day.
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Just a a thought - you haven't set the surfaces to deflect -100%, have you? 0 is the middle of the slider, not the left.
- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.2.*] Camera Focus Changer v1.0.1
BudgetHedgehog replied to zentarul's topic in KSP1 Mod Releases
Oh, nice! Just a thought, would be able/willing to have a look at the request I posted not too long before you posted this? Though, that's more of a CameraFocusUnchanger Either way, this will be very useful, thanks! -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
Between now and the heat death of the universe. No, see above.- 4,460 replies
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It'd be nice for cinematics and gifs if, upon docking, the camera didn't immediately change position and direction and the 'CAMERA - FREE' or whatever text didn't pop up either.. I'd like for the camera and camera direction to remain the same between pre-docking and post-docking while also possible hiding the text and possibly making the camera pan to the CoM a bit more slowly (maybe following initial velocity vector?). Pls. Seeing as I see no rule against it, I am offering a free pizza/5 cups of programmer-grade coffee for this.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
Sorry, I misspoke earlier. I assume you meant something like this? What I meant to say was that your second option (attaching ladders to moving doors) isn't doable as the ladders would not move with the doors. The first option though, to have something similar to the picture, is what I meant by having the ladder as part of the model itself but I don't know if that's doable as well. Either way, the first option (having the door and attaching a ladder to it) will not work if the doors use ModuleAnimateGeneric. EDIT: Re-reading your post (god, I'm stupid today), I get the feeling you would want to attach the ladder the part that is hidden by the doors rather than the doors themselves. In which case, the doors/part would have to have ModuleCargoBay in order to actually shield the ladder from the airstream (in stock, at least. With FAR, no problems at all). Either way, if that's what you want, I'd guess it'd be doable (basically a sideways service bay with a thick core that has a hatch built in, attach the ladder below the hatch, close doors and everything is hidden).- 863 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
BudgetHedgehog replied to SuicidalInsanity's topic in KSP1 Mod Development
The only problem is that stairs attached to the ladder won't move with it - they'll stay in whatever position you attached them at, regardless of actual door position. Probably better to make the inside of the hatch a ladder as part of the model, though I don't know if that's supported by ModuleAnimateGeneric either...- 863 replies
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Here you go: EDIT: And now in decal form! Let me know if you wanted something else.
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[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
BudgetHedgehog replied to codepoet's topic in KSP1 Mod Releases
The way airbreathing engines drain all tanks evenly (by using the same fuel flow rules as monoprop). It ostensibly helps with controlling the CoM. -
Well, I can't wait for 1.1... Time for Linux.
BudgetHedgehog replied to CoriW's topic in KSP1 Mods Discussions
Gonna go ahead ahead and agree with this - ohgodthejaggedlines... -
Turn off part tint when overheating
BudgetHedgehog replied to BudgetHedgehog 's topic in KSP1 Mods Discussions
Great, could you forward it to the devs please? There is no 'toggle', only 'on' -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
My game told me to post this here: Exception occured while loading contract parameter 'PartValidation' in contract 'MunStationCore': System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: 'cupola' is not a valid Part. at ContractConfigurator.ConfigNodeUtil.ParsePartValue (System.String partName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[AvailablePart] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 I updated a couple of mods and now things have broken severely.. Trying to find the culprit, but it seems like the game can't find any parts, even stock ones (like the PotatoRoid). EDIT: Either CollisionFX or BOMPs, just in case you were interested. Probably the former.- 5,225 replies