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About Beetlecat

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    Sr. Spacecraft Engineer

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  1. Would my wild slowdowns upon crashing/hard landing that invoke this mod's effects share a similar condition to landing in water? I noticed I get a similar nearly "seconds-per-frame" degree of slowdown when splashing down that gradually improves when each effect fully plays through. Since the behavior is so similar, I'm guessing it's something to do with my settings. Any ideas what game effect or feature this mod invokes to see if I have some absurdly high value set that would govern it? Is it just using the particle system? I'll try wiping my config and see if I can figure out the culprit.
  2. This *IS* the 1.6 recompile...
  3. Maybe this is more of a KSP-wide question/issue but is there any means of manually entering/tweaking the wing values instead of using the increasingly-fine-grained sliders? I build a lot of small planes/craft, and wind up using maybe the left-most millimeter of the slider for the most part, making it really hard to match scales when adding control surfaces, etc. I hope I'm not totally missing an alternate tweak method for pwings...
  4. Beetlecat

    [1.4.X] KS3P

    The default configs are messy -- and basically have a bunch of things switch on to full, which is why everything is glowing, looks dirty, is way too dark, etc. Throughout the thread (maybe even on the OP now, or back a page or two) there are other posted config sheets that tune down the settings to be much more reasonable. What looks good is entirely subjective, so it would be worth tinkering with them on your own as well, but at least getting a better starting point is a lot less discouraging. Good luck!
  5. I wonder if something like ModActions would work for this -- though this seems to be quite out of date:
  6. You could add a mod filter on to show craft created using APP parts. It's not really a showcase, though. You'd have to page through all the release notes here to see each part one by one .
  7. Okay -- it happened with NavHud as well, so I was assuming it's related to some sort of 'overlay" layer conflict.
  8. Slick! TY for this. Before I try it out--does this also affect the strange "brightening" effect (such as on runway lights) that happens when toggling the markers on? Maybe related to the transparency. I don't know why, but I still run both mods. Just like the looks of these markers more sometimes.
  9. Beetlecat

    Kerbin Side Remastered [1.4.x]

    (to this day I still can't believe the sour backlash that elicited...)
  10. Beetlecat

    Kerbin Side Remastered [1.4.x]

    Level 0 KSC for lyfe.
  11. This was coming up on my mod-reinstall list. I'll peep back here when I've confirmed 1.6.1 working-ness.
  12. At the moment, I don't think there is such a beast. Ideally, there would be an API-like system like Kopernicus, where it would just listen for any/all active bases, and what type they are (runway, helipad, etc.) and assign contracts based on that criteria. It could even work with just the four (five?) bases that come with Stock+MH.
  13. No worries! Appreciate all you do!
  14. Beetlecat

    [1.6.x] Monthly Budgets 4.9 (10/02/2019)

    Gotcha! I think I may have figured it out / you told me this a couple game versions ago, but I appreciate it again
  15. Beetlecat

    [1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1

    Thanks for pinging this one up! I'll see how *badly* the engines behave, but any other parts/bits would be fine. i did love some of these rotors.