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Beetlecat

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Everything posted by Beetlecat

  1. Kerbalism can be pretty unforgiving in some of the challenge aspects, but totally forgiving in the --- "just turn them off if you don't wan them" way. Just using the science mode is totally fun, too.
  2. I wonder how involved "farming" it out to something like KSPWheel could be? I've not tinkered with that at all, but it seems like a nice framework. Granted, the documentation isn't all that fleshed out...
  3. oh --- this just occurred to me -- might this be an exploration contract that's looking for biomes/science conditions that no longer exist due to Kerbalism? The fact that it *does* seem to complete but just not register upon recovery seems to not be a symptom of that.
  4. @NESD -- I'm finally back in-game and trying these out today. As ever, your part models and style are superb! The wheel models you shared earlier look fantastic. Any progress on getting these things to work?
  5. I know this is an old thread, but hey-- I'm catching up on old material... What comes to mind for me is creating an unresearchable/buildable engine part that then gets added to the scrapyard inventory. Not at all sure how to deal with that. The scrapyard inventory I think gets added to the persistent save file.
  6. Sorry, I think I was being too flippant/vague with my question -- I'll restate it I'm not actually thinking of when in-game that condition would occur? all pods and internal spaces (non-modded, anyway) are pressurized, right? Or are there some I'm not thinking of?
  7. nah! opposite of frowny face. It's a good omen, and wonderful that it was such "simple" one. Congrats on reaching the contract goals! I look forward to firing this one up when I hop into a new Kerbinside Remastered game! And since you (quite literally, and pun fully intended) flew through these mission and flight plan creations, how templated/automated did you get with them? Or was it just a lot of planning and brute force? I'm thinking of JNSQ (of course) which *does* Have a bunch of bases on that version of Kerbin, but KSR isn't exactly appropriate/supported since the land masses are all different...
  8. The new feature with chatterer works great. For now I'll confirm that when using "through the eyes" it's basically the same as generically "being outside." What condition is the new "interior - vacuum" control covering?
  9. Makes sense. Kerbals on EVA are 3rd-person, so the camera/viewer is still "in vacuum" at that point? Then there's the "Through the eyes of a Kerbal" mod which allows a form of first-person EVA from within the helmet. I'm not sure if AudioMuffler was aware of that directly, or if it just treated it like IVA.
  10. You did it!!! This/these updates are superb. I almost hate to ask it, but I have a feeling it wouldn't be too far a reach; would you be interested in selectively allowing/muffling chatterer based on interior vs. vacuum as well? It would be really cool to *barely* hear the radio chatter (or not at all) when in external view, vs having it loud and clear once you're inside with the crew. Then there's the question of kerbals on EVA (or in first-person view if using that mod). Yes, I'm secretly trying to replace every subtle nuance and feature of Audio Muffler...
  11. @katateochi --- realizing this *could* be done with custom tags/filters, but any chance we can get Author info in the craft manager? I'd love to view all of a certain author's craft, for instance. Or have pre-assigned tags optional on KerbalX that then appear in our craft managers?
  12. The current zip in the "releases" section on github for v5.1 only contains the dll and a config file. The "Library and Configs" are downloadable in the v5.0 release just below (if you show all releases) -- This is going to confuse CKAN as well as us users. I definitely see the utility of splitting them off so separate packs can be loaded or skipped.
  13. I wasn't quite sure, TBH, so I just now grabbed this one: So the DV does display differently on the pad vs in the VAB. Using a stock "AeroEquus" rocket, it loads in and displays 3112m/s. On the launch pad it's 3142m/s. Recovering and going back to the VAB it shows 3112 and all used parts. Ironically, the [Quick Apply] button now works fine, but the [New Parts] button now has the reverting behavior where it'll swap in new, then revert right back to the used part instead.
  14. The DV issue seems to be fine, but I've also now noticed that the "Quick Apply(stored parts onto current vessel) isn't working. Zero idea if this is tied to any of the current work. The part status flashes "1 previous use" (for example) for a moment, then goes back to being new.
  15. Chatterer was *not* yet installed when I noticed that sound glitch/carryover. I'll see if I can get it to re-do that today. Otherwise it's entirely possible it's just KSP being KSP.
  16. Oh, heck. You're plugging these all into Kramax too... This is gonna be great. And that's a nice little cruiser you got there.
  17. check the mod's settings file, it doesn't have an in-game configuration. There are a few different combinations of things to configure. KSP also recently "fixed" the an issue with jet engines (in-atmosphere) not diminishing in volume with visual distance from the craft, so that may be happening, too.
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