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Everything posted by Beetlecat
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Right you need to grab v.0.4 which has all the patches and sounds. Not sure if we should keep or ditch the old plugin. My guess is ditch. @ensou04 -- a super-brief possible audio glitch, I followed a piece of debris down from orbit, and after it crashed, the whooooshing air sound persisted. even after a quit to main menu and now back at the space center, the air is still rushing by. I'll see if I can get this to replicate. And RSE is for sure catching/filtering Chatterer.
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I know this is likely for another topic ( ) but the easiest thing to miss is making sure all the references are linked (assembly*, UnityEngine*,etc.) since we don't have the same file paths as ensou04. If it's more than that, definitely head over to the more general add-on discussions for basic compiler setup. I had to guess at it and got it right except for the incorrect .net version at first.
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Totally get it! I wasn't referring / expecting anything more elaborate than IVA vs. External as far as whether to affect things like chatterer or not. Obviously PRs could be made to Chatterer or ensure they get a "bypassListenerEffects" as well. After I asked the question yesterday, I decided to re-set up my VS environment and compile your working version of the mod to try it out. So far, so great! I didn't have chatterer installed, so I couldn't tell what effects it has. I'll likely do that this evening. These subtle environmental aspects really make the game for me, so it's always exciting when new, creative work get put in along these lines.
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That looks pretty useful -- a wide array of tweakable aspects. yikes! Also, forgive me for asking as I haven't yet dropped it in, but does the audio muffler know to ignore internal IVA sounds such as chatterer or prop sound effects in the interior setting?
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Oh -- interesting -- you mean like managing/rearranging folders and sub-folders? I've never much played with that other than making catch-all folders for things that didn't already have them (like scansat or mechjeb). I usually rebuild my games long before I ever get that deep into configuration If all else fails you can nuke the .dat file and start over.
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Beetlecat replied to hemeac's topic in KSP1 Mod Releases
I can't wait to try them! Yeah, I hear that about the BG parts. They're so half-baked in some ways--the least of which is no sounds at all. Even the fueled turbine could at least sound like a jet engine... c'mon Squad/PD. you got this! -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Beetlecat replied to hemeac's topic in KSP1 Mod Releases
Is that an Airplanes Plus + Nesd's open cockpit mashup? -
Nice! You're cooking right along. Between this and a number of other recent developments I'm getting excited to dive back into KSP.
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oh wow! I didn't realize that -- sorry -- Even if it's just a *new* sound that's something more subtle, or just meant to be a acknowledgement beep for success/failure as you indicated, that could be great. Disabling altogether is also quite welcome. That slightly "whooshy clunk" sound always just seemed weird.
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This is fantastic. Audio Muffler has been a must-mod for me forever due to the sensory requirement of it. It's just weird without it. This is above and beyond that. Having rover sounds and landing gear scritches again is going to be so great along with that amazing rocket roar. Now, it's only that weird default staging sound that still lingers.
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That could be as much the blame of the implementation (configuration) than the idea of it. It looks really great when done well, so maybe the stock configs will get some attention yet. *Then* we can start dreaming about having them for JNSQ bodies
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You're definitely not alone there. I think there was an entire year where I barely left the atmosphere in KSP playing.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Beetlecat replied to Gameslinx's topic in KSP1 Mod Releases
Huh. I can see what the upper picture is doing, but in this view/perspective the terrain on the bottom looks VASTLY more appealing.- 3,164 replies
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Beetlecat replied to hemeac's topic in KSP1 Mod Releases
That's a spectacular QoL improvement! -
N1 Rocket Mod, where did it go?
Beetlecat replied to tk5800thesecond's topic in KSP1 Mods Discussions
I know, I was being ironic.... heh. -
N1 Rocket Mod, where did it go?
Beetlecat replied to tk5800thesecond's topic in KSP1 Mods Discussions
I suppose the longer this game is out (and the forums stay intact this time...) eventually we'll see. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Beetlecat replied to hemeac's topic in KSP1 Mod Releases
Spectacular! I'm really intrigued by many of your tweaks and adjustments, only a potential addition of BDB would keep me from feeling like you've developed a holy grail of tech trees. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Beetlecat replied to Gameslinx's topic in KSP1 Mod Releases
That's different from what Gameslinx was describing -- when bodies are far away, we don't need to load the special parallax textures and detailed ground shading, etc.- 3,164 replies
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[1.8.x, 1.9.x, 1.10.x] Steam Gauges Recalibrated
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Wait... What?! I was confused for a moment because I thought this was NanoGauges. Lovely to see *these* back, as well.