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Everything posted by Beetlecat
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there should be zero overlap/interference between those two, but your mileage may vary.
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- sound replacement
- plugin
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
Are you using a custom planet pack or tech tree? I'm taking a wild stab in the dark that Custom Barn Kit might be missing/conflicting? -
it probably functions fine -- if you're using CKAN and don't see it, you can expand your available mod versions to include 1.10, etc. Otherwise, install it and report back!
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It seems to be other than for that part-- you need the "fix" included in the github download (linked on the first post), or you could temporarily delete that part so the game will load.
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I know this is drifting off-topic, but I can't remember if Alexustas ever found/provided the source pages for those charts (something in the recesses of time makes me think they were Corel Draw?) -- and there was some chatter about coming up with a common data format for navigation aids. Maybe the planets are aligning again for this...
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- iva
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I certainly hope it's more than 20 of us... maybe more like 25. The new KerbinSide Remastered/GAP update will certainly help with that! It'll be a good time to review / possibly update these old charts to make sure the nav beacons are all correct with the new KSR:
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Pretty sure that's a Scatterer issue, and fixed in the latest beta(s). You can confirm it by switching on/off the secondary light reflection in the ocean settings to see if it goes away.
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The hotkey is B for belts (I think?)
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This is a spectacular-sounding update! It's a giant undertaking and one that will be largely invisible, but so worth it, long-term. Full appreciation!
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It all depends on what stats it has now. It could just be too under-powered for your craft. -- or you might have some other mod interaction that's altering the engine performance. In the SPH, I see the Baron having a stationary thrust of 25.0kN. Using a similar engine (the Spud) upon launch, and spinning up the engine with the brakes on, it gets up to ~17kN and a bit faster once start rolling down the runway. Check to see that the 25kN is listed, and not some much smaller number, otherwise your craft itself may just be too big/heavy to move with that small an engine--or just one of them!
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[1.12.x] Trim Indicator [v1.12.0.0 — 2021-06-27]
Beetlecat replied to Teilnehmer's topic in KSP1 Mod Releases
Thank you, muchly! -
[1.12.5] Restock - Revamping KSP's art (August 28)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
I might have been misunderstanding -- if it's just the cosmetic icon as displayed rather than the actual part itself variant stored. -
KerbalX.com - Craft & Mission Sharing
Beetlecat replied to katateochi's topic in KSP1 The Spacecraft Exchange
@katateochi -- not sure if this has been noted yet, but I'm having to re-log in frequently when using the kerbalx mod, despite having a saved KerbalX.key file saved in my game directories. Would having multiple game installs cause it to reset the logged-in status in another install, or is the site somehow timing out sooner than before? -
[1.12.5] Restock - Revamping KSP's art (August 28)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
That's just likely a stock bug; parts with variants in general, of which restock has lots. -
Similar to this question -- is there a potential way to disable/revert FAR's implementation of water interaction altogether? The drag and buoyancy interactions just feel off. I totally get that slamming into the water should destroy a craft, but what we have now is totally weird. Part buoyancy seems almost random, and craft/pods will bounce weirdly, or move as if they're in jell-o.
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[1.12.5] Commonwealth Aeronautics "Blue Steel" [1.3]
Beetlecat replied to Well's topic in KSP1 Mod Releases
Not with that attitude, it isn't! But seriously -- if it seems in scope/context for this mod I'm sure it could appear at some point. Just need to state your case. I agree the Arrow was quite a gorgeous looking plane. -
[1.10.x] Stockalike Mk1 Open cockpit ( 7 nov 2020 update - NEW PARTS )
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Ohh -- cool. I would look forward to seeing that! These are the ones I mean: -
You mean like literally air launching from the VAB or SPH? I don't think that's a thing, unless you saw someone testing craft using KRASH, that allows you to put craft immediately in the air so you can test just the landing approach, etc. Otherwise there *may* be a mod that uses Kerbal Konstructs or similar to add a launch-already-in-the-air mode, but I'm not remembering one.
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I had to look up the Black Brant -- and immediately recognized the form-factor as the USI Sounding Rockets pack.