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Everything posted by Beetlecat
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[KSP 1.8+] Kerbal Konstructs (Continued)
Beetlecat replied to NathanKell's topic in KSP1 Mod Releases
It's a new golden land of opportunity and adventure! -
Well, I wasn't fully complete with my statement-- SkyhawkKerbalism is a set of configs cloned from Kerbalism 3.14's. It just happens to have its own .version file that is now prompting an 'out of date' error now that Kerbalism itself is v3.15. It may or may not be *actually* out of date, but all you have to do is update or delete that file to make the message go away. That's the reason the error is appearing, though.
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It's the set of configs that Skyhawk is using to provide custom Kerbalism features. It's still based on the 3.14 ones -- if there weren't any changes to the configs, it's just a matter of updating the version file if you want the error to go away.
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Is there a way to get stock-alike last names?
Beetlecat replied to Hyperspace Industries's topic in KSP1 Mods Discussions
oh, nice -- I 'm catching up on some old threads. I'll look that way! -
Is there a way to get stock-alike last names?
Beetlecat replied to Hyperspace Industries's topic in KSP1 Mods Discussions
Fun! Did you post your name configs anywhere, by chance? -
Uff da!
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I know this was asked weeks ago, but the question is still relevant. This was / is my learning curve with FAR as well. It's a great re-work of the KSP atmospheres, but still doesn't quite operate like "we think it should" probably due to the weird scale/mass of things in KSP. Aircraft tend to (once airborne) slip through the air quickly, but do not lose speed due to drag as readily as we expect from usual plane shapes. Obviously, just throwing on a bunch of flaps, spoilers, and brakes can be a solution -- but by also making sure aircraft are as light as possible; FAR provides a way of easily doing this with wings-- make sure you dial the strength/mass down as far as you can on every wing and control surface. Testing flights will reveal if you've gone too far. I've also had good results from making wings a *bit* bigger than expected. Your example of the biplane makes sense considering the plane's construction. If the wings and body are made of plywood, you're going to need a *lot* more thrust to get airborne vs canvas and frames. There's also lots of tweaking of wing shape and angle that can be done to achieve some dramatic improvements to control and performance--including being able to slow down! Changing position and attitude of landing gear can help with take-off & landing as well. The in-editor analysis panels are mostly above my ken, but just make sure everything is in the green at your desired airspeeds and you should be okay.
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*JUST* as I'm firing up a new game and looking for some new rockets to fly.
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It seems like you're partly describing the functionality of a mod like Kronal Vessel Viewer (which is used to generate tons of the aircraft images on KerbalX, for instance) which provides real-time in-game rendering options. Most famously for status wireframe renderings in flight, etc. Not sure if this is the latest version:
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It's probably just that they're stylized drawings/paintings.
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These are ultra-spiffy!
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[1.12+] Shuttle Orbiter Construction Kit Repainted [v1.2]
Beetlecat replied to Arthurism's topic in KSP1 Mod Releases
Rather nice!- 71 replies
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Contract Pack - History of Spaceflight - V1.0
Beetlecat replied to Morphisor's topic in KSP1 Mod Releases
Oh, heck! This is wonderful news TY for the update. I was having some difficulty getting the R-101 contract to recognize me having a "payload", but as I was trying to use CNAR to replicate the flight any sort of payload wasn't exactly an option, so I fudged it. Looking forward to trying out the new ones if/when I finally get to them.- 263 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Beetlecat replied to Boris-Barboris's topic in KSP1 Mod Releases
Oh, quite nice! TY- 961 replies
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If you're still up for doing this, it could be a good place to gather other tweaks. The Grounded pack is also supported by Rocket Sound Enhancement, so I love using them if I can!
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Totally off-subject, but that trick of aiming the camera at a launch clamp to get a ground view of the launch is pretty smart. But also a great video comparing the audio settings. I had forgotten to actually dial up the limiter and muffler settings. MUCH better now!
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[1.12.x] Textures Unlimited Recolour Depot
Beetlecat replied to Manwith Noname's topic in KSP1 Mod Development
Great to hear the file is still working! And for your question: almost certainly. The models are different so the textures wouldn't overlay properly, if at all. Anything changed by ReStock would need all new TURD configs. -
[1.12.x] Textures Unlimited Recolour Depot
Beetlecat replied to Manwith Noname's topic in KSP1 Mod Development
is it one specific file, or all of them? -
Right -- the camera is sort of a virtual position outside the craft, and the shock cone surrounds it at an angle toward the rear. It's like straying into the path of the firehose.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Beetlecat replied to Gotmachine's topic in KSP1 Mod Releases
You've not been a slouch either the last few days.