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Beetlecat

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Everything posted by Beetlecat

  1. It's not exactly obvious which mods cover which pods, etc -- and some are out of date since the pods themselves have changed (the ASET Mk2, etc.) Demon Ein's pods are great (the DE_IVAExtension) but also checkout Warbird Cockpits for some really thoughtful renderings of a few other cockpits too. There are some overlaps here and there, and I've been working on a "mega patch" to spin them off into separate pods so I can keep both if they are awesome.
  2. This is probably more jaw-dropping than a relatively mild-sounding post would seem, yeah?
  3. Superb!!! I was wondering if there was a necessity for dds -- could it be the processing/conversion at runtime vs initial file size? Imagemagick is pretty cool -- i often forget to utilize it more. Thanks for sharing this!
  4. Hey, cool! I still use this darn thing because one of my favorite IVA packs hooks into it for autopilot controls.
  5. Hot diggity. Now I just need to revisit how to build BDB's sounding rockets, and decide if it's time to say farewell to those charming USI parts.
  6. The experiments still have to come crashing down, right? I can't remember if there's a parachute option
  7. So excited to see this "finally" launch! --- This looks terrific, and the execution of an in-game editor is particularly great. I have a feeling the year 2020 will wind up being redeemed by a few things, and I'll now consider Waterfall potentially of them.
  8. The main menu works-- you just have to use arrow keys/enter to access the items.
  9. Kopernicus isn't any *more* stable on 1.10, that's for sure. The active development/fixes are going on for 1.9.1 and 1.10.1, nothing else. You're just subjecting yourself to broken fairings, and everything else in the 1.10.1 changelog.
  10. I do wonder, though...I look at games like Skyrim (which could be argued is "still" in development in a fashion) which has giant communities going strong almost 10 years after release. It's only been about 4 years since the Special Edition, but that was only possible since the game was still so popular. Would T2 do the same thing with Kerbal if it still had a solid playerbase? I guess the hypothetical is about the game dev *totally* going dark. The modding community is damn talented though -- I'd suggest the community would keep limping along until something else came along to replace it. In that sense, popular games/game franchises never really die anymore. @CalmLlama -- I love the ship! The multi-pronged leg layout looks hilarious but functional (it's not funny if it works!). I'm now inspired to do spaceplane designs with the updated Mk2 Expansion parts...
  11. I remember not too long ago expressing a "hot dang" for the update back in July. Well, this is even better!
  12. If you tweak the rockets or change the name at all, you're basically starting from scratch each time, as far as the GT simulation and refining goes. Also, if money is a real issue, you can fire up a sandbox game and launch to your heart's content over there with the same vessel (just migrate the craft file, or use CraftManager to move it in-game. Failures are definitely accounted for, though I'm not certain about aborts. Full on crashes are definitely part of the program.
  13. GT creates discreet settings files per craft -- in the mod/plugindata folder. Are you re-running the simulations over and over to see if GT eventually finds better trajectories and launch profiles?
  14. Are you on the current version? I just checked my game folder and as of v1.8.2 those are fixed.
  15. If you're in 1.10, and *not* 1.10.1, there's no reason not to update. That's what TranceaddicT is suggesting.
  16. So far, so good! I've only done early probes so far, but all the experiments are showing up in the Kerbalism mechanic. I think there may be some (?) that still have a stock popup, but those were being fixed in the next release of BDB. I've also seen pods and such have Kerbalism features and storage.
  17. Depending on the prop you're talking about, it may just need *any* (of the main ones) LSS mod. Kerbalism works great for me, too. Don't feel you *have* to install one, but it's just nice that the cockpit props are self aware enough not to just show error messages
  18. I've successfully overlayed/overlapped decals. That sounds like a great way to make compound markings, rather than a pre-fab series of them.
  19. Yay! Congrats. I can't wait to get to these parts in my new play-through. Is it not quite fully transitioned away from the legacy pack? Are you going to sub-package the VTOL engines so there aren't also a bunch of redundant parts, or is that a worry?
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