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Beetlecat

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Everything posted by Beetlecat

  1. And---regarding the fairly frequent calls for RealChute support or notices of incompatibility, isn't there some kind of part blacklist or Refurbishment list for ScrapYard that forces it to grab a new part, or to give it a hard-reset? I think there may have been something related to kerbalism that I'm thinking of, too. I was idly browsing the forums during the week, and found that, but forgot to make note of where.
  2. Okay -- so it is that same thing. I kinda figured. I'm messing around with a career game in 1.10.1 using all sorts of not-yet-there mods, so experiencing bees is coming with the territory.
  3. After years of playing, I've finally discovered the need for this mod. Impatience can suddenly get the best of you...
  4. Okay, so useless user report style: but in a recent game session I noticed that during a night liftoff, when angling the camera/rocket around a bit, it looked like the plume was illuminating planet terrain like a spotlight. I was well off the ground, but not anywhere near orbit yet. Would that possibly come from Engine Lighting? I obviously need to revisit whichever install/version/etc. that was, but it was totally curious, and reminded me of when craft lights would illuminate the orbited body as if it were just a big ball strung up next to the craft in the scene (which it is, in game-engine-reality).
  5. Yeah. Eventually I just rely on self-discipline to know where this-or-that part *should* be available, and just wait to use it.
  6. Okay -- in that case, if you make tweaks (in the editor, obviously) to a design--- just re-add it to the saved plans to make the new version available to queue up.
  7. That I'm not sure of -- it may just be a snapshot. @linuxgurugamer can you confirm?
  8. You mean the "add to plans" etc. feature? It's shortcut for adding frequently built craft to the production queue so you don't have to go into the SPH/VAB editor, load the craft, "launch" it to queue, etc. each time. You can manage that from the space center view (or even in flight? i'm not certain about that)
  9. Swank! I'm sure the Kerbals would love a right-sized version to tool around in.
  10. --- not to mention falling in love with the BDB set, and now wanting to map out where all *THAT* should go in UKS's tree. I guess it's mostly just migrating the pods down the tree a bit further.
  11. thanks for the reminder... [EDIT] I'm not seeing activity at all with the 2.0 beta on 1.9.1 or 1.10.1 Here's my MM and player log from a session in 1.10.1: https://www.dropbox.com/s/put7504sv8hel9w/Player.zip?dl=0
  12. Oh -- yeah. I guess the board software already rendered the link before I could edit it. I just switched it back instead.
  13. I'm having mixed results in getting this to work correctly. In my heavily modded game, the flags with names like +0.png don't load properly, but everything else works. In my test 1.10.1 game with minimal junk, it seems to work fine. Maybe there's a weird conflict, or the game is overloaded. I'm experimenting with putting the digits all onto one big atlas dds file, but I have no idea what compression format to use, etc. These are relatively HUGE graphics, but I honestly love how clean and clear they look, even if nothing at all like what's on actual rockets
  14. It's often the little things that bring joy, and getting the anomaly surveyor contracts back would be one of 2020's redeeming graces Nice to see you back on here, @nightingale!
  15. Well, that was entirely more work than I anticipated, but still found it kind of "fun" after getting the first batch working... For anyone using Vexillar's ID Flags and Decals mod, here is a small set of MM patches to convert the colored alphanumeric "Flags" into distinct decal parts utilizing the full B9PS features of Conformal Decals. Original patches by Vexillar, and adapted by me to cover all the different color categories, including the "Recovery" flags. The reason for doing this is because the ID Flags mod adds dozens of individual digits and letters to the flag picker, making it a hot mess to browse flags. Just sticking images in /flags and getting the new stock feature is vastly easier, but not once you add more than a few. Maybe now we need a flag filter/sorter mod? Kateochi? Note: In order to actually *hide* the flags, I renamed the folders in each of the color categories from /IDFlags/Blue/Flags to /IDFlags/Blue/Decals etc. Here's the ID Flags and Decals mod: https://spacedock.info/mod/1591/ID Flags and Decals And here are my patches: https://www.dropbox.com/s/nu3uczdxknhpisf/ConformalIDFlags.zip?dl=0 And... just as I was wrapping this up, I noticed an entirely un-touched folder of other-fonted letters in Vexillar's mod, including cyrillic! To Be Continued... XD Also and... testing this in 1.9.1 the variant slider works, but in 1.10.1, it doesn't load the images that start with + signs. Investigating.
  16. Yes, because the renamed part will be removed and re-added to the game by CKAN (or you, if you're doing it manually). However, JC also has blacklist export/import functionality. I've not used it yet, but it would seem you could save your blacklist, update your mod, then reload the blacklist to re-apply the prunes. At least this *seems* like how it should work
  17. Inertia and constant acceleration, right? If the panels are extended out on relatively slim structures, there'll be some flex when applying thrust. Maybe not so much as is illustrated.
  18. And literally no one else is experiencing this problem. While there's potentially some conflict between Kerbalism and any number of mods, aerodynamic part failures aren't even something that Kerbalism covers. Does your game crash if you simply crash a vessel into the ground? It could simply be hanging up on the part recalculations, etc. when a vessel is destroyed or broken.
  19. Entirely unexpected (for some reason) but entirely delightful. Now I just want to create a decal of a stencil kerbal "family" with pets to stick on craft windows... Vexillar recently updated the ID Flags and Decals pack to include support for Conformal Decals functionality, but still left all the Alphanumeric "flags" in the stock method. I hate how they fill up the flag picker, so I'm creating new MM patches to make each color series it's own part with the B9 selector instead. Looks like the prototype worked! Shoot -- the B9 selector list doesn't scroll, so I'll need to break apart the letters & numbers.
  20. Can confirm, it *does* work! Now I want to experiment with putting the multi-node adapters together as a part variant series...
  21. I totally mis-typed that exclamation, but I was just surprised that your flags/decals were the cause of it. I hopped back into the game to check, and it seems like the weird category collisions are not happening now with your new fix.
  22. I'm about to confirm the 1.10.1 *loading* as well. My install takes about 4.5 minutes [Edit] Confirmed loading!
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