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Everything posted by Beetlecat
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[1.12.x] Save Confirmation Sound Updated
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
I wonder if Soundtrack Editor has a hook for that type of event? -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
What the dickens! -
Huzzah!
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Raptor9 craft repository[deleted]
Beetlecat replied to tremonthedgehog's topic in KSP1 The Spacecraft Exchange
Ouch! While they possibly could take a ton of work to update/verify to current-ksp-version, that's a tremendous loss for the community. There was a ton of brilliant stuff in there. -
Oh, heck. That looks fantastic.
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[WIP] [1.12.5, 1.8.1] ASET Consolidated- Part Packs
Beetlecat replied to Stone Blue's topic in KSP1 Mod Development
Boy, howdy. This is welcome. Thank you! -
What? Congrats!
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The slowest of slow claps for the mod name. Well done. Well done!
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Beetlecat replied to Gameslinx's topic in KSP1 Mod Releases
Are you using JNSQ? There's a specific fix for that.- 2,826 replies
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Nice -- Yeah -- I'm almost always "chock full o' mods", so there's likely no issue loading it for me except for maybe SMURFF.
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- aerodynamics
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H.F.S. @ColdJ!! Nice work.
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Would either of you be willing to share .craft files? I really like the looks of your craft, and love looking at other people's designs close-up. It makes for great inspiration (+ help with troubleshooting)!
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[1.12.x] Shaddy - A Shader Library for KSP Modding [v2.5]
Beetlecat replied to Icecovery's topic in KSP1 Mod Releases
Not too shabby! -
[1.12.x] LackLuster Labs Flying Boxes Continued
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Hot dog! -
Superb! TY
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That's a nicely reasoned set of assumptions for "who gets what" -- nicely executed! Thanks for the expanded explanation. Good to know I'm not just crazy that the B9 switcher isn't showing up. Having the proper functionality in mind it *does* seem to be working properly in a test game. The intro set of guidance components have the minimal capacity kOS bits installed. I'll probably add a minimal kOS bit to the CNAR rocket so I can do some basic rocket training. I never seem to get very far in my careers before migrating away for one reason or another. I'll be following in that Redstone path soon enough. Are you using Skyhawk + Kerbalism as well? I'm trying to decide if it's going to be worth chasing down the potential config issues with such elaborately built systems.
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Sorry for the many-month necro, but I'm catching up on this thread as I build out a SSS-based career to spin around in for a bit. I believe I found your repo of this mod-let here (nah, it's a full-fledged mod!) but not sure if it's ready to drop in and try yet? It doesn't seem to be behaving as indicated/intended. I can add an issue request on github if that's ideal/you're still working on this?
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Good question -- I had to do similar digging back through the threads. They're not posted/published as formal mods on the forum (forum-al?), so not as intuitive to find. Here's what I came up with: KerbalismSystemHeat: https://github.com/judicator/KerbalismSystemHeat KerbalismFFT: https://github.com/judicator/KerbalismFFT The author of both, Judicator81 (I think?) has made fairly recent updates, so hopefully these are relatively current and effective.