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KSP2 Release Notes
Everything posted by Beetlecat
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Thanks for sharing those pics @IronPanda -- really shows what's going on with this mod. I'm moving this week, but once I get my system set up again I might offer some fun suggestions for more status lights, @Niami
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Holy doodles! This looks great!
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That depends entirely on what the stated incompatibility is. Otherwise, if it *worked*, it would be 100% compatible But you can always try it.
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
Beetlecat replied to pizzaoverhead's topic in KSP1 Mod Releases
(who the hell bickers about rover wheel sounds? honestly....) Thanks LGG for posting that combo patch. I had lost mine recently in a fit of "I need to clean up this horrific mess of KSP installs!" -
Any particular instructions or configuration needed to *allow* this to work? My first attempt at dropping it into a 1.8.1 game didn't do anything (yet) Edit: Oh-- look at that. Splendid. No idea what I *literally* did, but I fiddled around a little in the keyboard controller app, and added this particular install of KSP to the profile detection, and gave it a default scheme. This one took over immediately upon launch. Not sure if I even needed to do that.
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[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
Beetlecat replied to zer0Kerbal's topic in KSP1 Mod Releases
I had almost forgotten those weird old intakes! -- no to mention the engine nozzles. -
I wouldn't exactly call it "compatible" -- since nothing is in quite the right place, but it doesn't break anything.
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sweet! is this the one that would/could work with a G513?
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I'm guessing that CNC is grabbing an additional *stock* list of commnet station points, regardless of what setting(s) we chose in KK options? Those names are definitely the standard ones. Are you also using Kerbinside Remastered, or just JNSQ and CNC? Short of making a JNSQ "patch" to move things around, just parking unwanted stations on an unused CNC channel will eliminate them being a nuisance.
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Beetlecat replied to Damon's topic in KSP1 Mod Releases
Assuming it's up in the Tundra? ;D I have zero problems with KSCExt in a career game (though + JNSQ). R&D building is the current little sheds and outposts / level zero still.- 403 replies
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- totm march 2020
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The best bet for doing part tweak experiments is in as "clean" an environment as possible to cut down on load times and MM database reload times (via the alt-f12 menu). It's pretty much mandatory to avoid multi-minute reloads between each tweak for IVA positions, part values, etc. and it also avoids the weird crashes and bugs that crop up if too much stuff is getting reloaded while in-game. I have separate KSP installs set aside for this kind of thing, and just install the bare-minimum mods I need to test the specific changes before migrating them back into the "main game". I can't guess how many literal hours or even days can be saved using this method.
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[1.4.5 and above] KSCTweaker - small KSC improvements
Beetlecat replied to Ger_space's topic in KSP1 Mod Releases
Still works! -
The Kerbal Space Agency: To Be Continued...?
Beetlecat replied to Drew Kerman's topic in KSP1 Mission Reports
I'll have to catch the replay Good luck, everyone! -
Yeah, I guess I should have said "finally *better looking* stock skybox" -- but your point is well-taken. I'm totally down with the "stock-JSNQ" experience because... it just all fits, man... There's just a certain I-don't-know-what about it...
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Is the return of *heat* also in the planning?
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That was a little thing that dug at me a bit; dropping the finally-good looking stock skybox, now that squad finally made it high-res. I know I'll just want to pick one and stick with it, since I start to look for objects/planets against the star backdrop when making intercepts and rendezvous and start to familiarize myself with the apparent constellations.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Beetlecat replied to Athlonic's topic in KSP1 Mod Releases
Mods complaining on launch (apart from Kopernicus and maybe RealChute) aren't actually affecting anything specific, they're just utilizing AVC(addon version checker) to let the player know they're "out of date" based on their .version files. The fact that it's not showing up/working in-game is another thing, but could be troubleshooted (troubleshot?) apart from a recompile. It for sure works in 1.8.1, but I've not dropped it into 1.9 yet.- 751 replies
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The Research Bodies problem is mostly the issue with the config for remotetech that it contains. If you nuke that, you should be good
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Shalldo! Okay -- mini update, CommNet Constellation seems to work! I tuned one tracking station and one antenna on a probe to the same freq., then disabled the other two antennas to see what happened. The connection manager seemed to match exactly what was happening with the game's signal gauge. Transmission of experiments started and stopped with CNC frequencies being swapped around the various antennas. Not sure if there's some intended restriction for experiments only being transmittable if connected to the KSC, but maybe the assumption is that once it gets to Kerbin, the signal is then sent by hard-line / terrestrial signals back to KSC. Probe control, and experiment gathering, etc. also halts with loss of signal. A tentative compatibility thumbs-up from my modest amount of testing.