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Everything posted by Beetlecat
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CommNet Ground Station Editing Mod
Beetlecat replied to Drew Kerman's topic in KSP1 Mods Discussions
Funny thing is I actually knew that, but somehow thought there was a context/layer I was missing... Maybe it was something to do with JNSQ and the need to further alter/remove ground station locations. -
CommNet Ground Station Editing Mod
Beetlecat replied to Drew Kerman's topic in KSP1 Mods Discussions
I know -- old thread, etc. But is this something Kopernicus could hit? Someone mentioned the lack of a "planet config file..." -
It's a spectacular mod -- Really encourages documentation of nearly every launch & mission.
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[1.12.5] Commonwealth Aeronautics "Blue Steel" [1.3]
Beetlecat replied to Well's topic in KSP1 Mod Releases
Are there any aircraft mods/parts pack that have these? I know stock has the big multi-wheel gear, but I've never seen a two-wheel version that I know of : ) -
In your bottom example, one of the braces is reversed (the first one) -- but it seems like if you match this layout it should be fine: @FARConfig:FINAL { @Voxelization { %debugInFlight = true } }
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Yeah, it's almost always wheels, and AP's "biplane" wheels are pretty much unusable, even with those KSPWheel patches. I just wasn't sure if I was noticing some very subtle torque being applied as well.
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That's curious -- but doing a series of tests myself with a different AP engine shows the same thing. A nice turbo-boost effect when pulling into a hard turn or climb. On a different subject, do AP engines have actual torque represented? I'm building a biplane and notice that adding some starting left-bank trim on takeoff helps keep it steady and not veer off the runway.
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[1.12.x] Cacteye 2 Refocused Full Release
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
It will live on in our hearts forever. -
I may be getting this slightly wrong for how the decals "project" down onto the parts themselves, but I think it's just the way KSP and part attaching works. A part can only interact with it's parent part and not literally be attached to two things at once.
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- decals
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Environmental Visual Enhancements Maintenance Releases
Beetlecat replied to R-T-B's topic in KSP1 Mod Releases
I would guess not, as Blackrack spun it off back in August. -
[1.12.x] Through The Eyes of a Kerbal
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Seems to! -
Niiice! Thanks for this. I'm rebuilding my "aviation ecosystem" in KSP again, and was about to see what KAX's status was. I may grab that PR too in case Lisias doesn't get to this immediately.
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[1.10.x] Stockalike Mk1 Open cockpit ( 7 nov 2020 update - NEW PARTS )
Beetlecat replied to NESD's topic in KSP1 Mod Releases
No errors yet, but I've not tried each and every part -- the wing-pods in your Streamline Engines pack have lifting properties defined, right? I think I'll tackle those next. -
[1.10.x] Stockalike Mk1 Open cockpit ( 7 nov 2020 update - NEW PARTS )
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Don't mind if I do! Thanks to @taniwha's awesome blender plugin (sorry to keep pinging you...) I've whipped up some initial FAR configs for the new wing segments and control surfaces. These are just a first stab and only "lightly tested" so let me know if anything seems out of place: File -
This is so great. I'm gonna have to tear myself away from stock Kerbin/KSR-GAP as well, or maybe just exist in two different universes for a while. I don't suppose there are NavUtilities configs for the JNSQ runways, yeah?
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- contract pack
- contract configurator
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Beginners Part Modding Tutorial
Beetlecat replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Okay this was pretty fun to do. With all the tinkering with cfgs and such I've done, I've never actually "built" a part from scratch. While attempting to follow this tutorial I got hung up a little by the slightly-newer version of unity I was running (2019.2.2f1) but probably mostly due to Part Tools 1.10. Downgrading to 1.9 allowed me to actually complete the unity portion and export the part itself. -
[1.10.x] Stockalike Mk1 Open cockpit ( 7 nov 2020 update - NEW PARTS )
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Anyone thinking of whipping up some FAR profiles for these new wing parts? I've not done it before, but It'd be fun to play with these. -
NESD's warehouse (9 oct 22 - New mod "SpikeX")
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Or just clip it down into the craft. I agree though, it would be nice to have exterior 'chute container colors to match the primary paint schemes. -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] RetroFuture Modernized
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
From what I remember of RetroFuture's landing gears, KerbalFoundries "adjustable landing gear" component would be a great replacement. Airplanes Plus has some similarly retro-styled gear, but I'm not sure how up-to-date they are as wheels, etc. -
[1.12.x] Crew R&R - Crew Rest & Rotation
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh, nice! Though I was justifying the minimum one-day hiatus as accounting for all the paperwork after a test flight -
ooo. that's interesting. Like maybe the contract system itself isn't fully aware of the sample containers? Those are stock contracts?