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KSP2 Release Notes
Everything posted by Beetlecat
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[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
Beetlecat replied to DemonEin's topic in KSP1 Mod Releases
This bummed me out to read, since I love using the RPM+ASET IVAs that have been built---but: Is this still true? I swear I'm using a "full" Kerbalism setup, and able to see EC levels reflected properly in all the ASET props and RPM resource screens in multiple cockpits. Ironically, I've not installed yours yet, so maybe I should hold my tongue for a moment. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
They seem to be staying stuck. I had to resort to connecting it to the engine nozzle so it would destroy the stick and let go. -
double/triple confirmed, days later.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
I just started a new career again (while playing with the new Bureaucracy mod) and revisiting this launch stick issue. My guess is that USI_Falloff just needs to be debugged, but in the meantime, simply added the decoupler module from one of the stock separators (to make sure the syntax was correct, and tweaking it to have zero force), and it works like a charm. Maybe not the "ideal" thing to do, but at least the launch stick is stageable with engine launch, and remains stuck to the little launch platform just like the overgrown model rockets they are -
Oh! You can still see the little science popups? I really like some of that flavor text, but *really* like the Kerbalism data storage and transfer. Best of both worlds! Okay -- just trying in my current game, and the above setting is enabled -- but how do you view the stock dialogs? Or am I misunderstanding what this is? -- There's no "run experiment" or "review data" button in the experiment's PAW anymore...
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Does this use the game's part upgrade functionality? Did Squad ever do anything with it? -
[1.10.x] Stockalike Mk1 Open cockpit ( 7 nov 2020 update - NEW PARTS )
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Good info! thank you. Never did get into BDArmory stuff, but it's always fun to see all that great stuff in action. -
Confirming I'm seeing it too -- was wondering if I had a dodgy browser cache or weird setting that tripped as of the year-date change.
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4 years is nothing for solid game frameworks and devoted fanbases. We're looking at 9 years for Skyrim... (MANY more for the earlier games.) -- Witcher 3 has a very healthy modding scene (and the largest playerbase ever, 5 years *after* launch). These are apples & oranges for KSP-like games, but calendar age is no detriment to continued interest. :p
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Most everything about KSP is tacked-on and half-baked. It's a work of love that sort of morphed and developed over time. The "Fresh Start(tm)" of KSP2 will hopefully integrate these things a whole lot better from the get-go. It's true that part of KSP's attraction is the premise and not exactly the execution. It's charmingly flawed.
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
Beetlecat replied to ev0's topic in KSP1 Mod Releases
This sounds like something portions of Kerbal Construction Time might be able to achieve as far as making "empty" tech tree nodes appropriate to keep in-play. Unlocking nodes provides upgrade bonuses that can be used to speed up research (unlocking nodes themselves takes time) as well as the other craft building and facility upgrades time-taking features. You can disable /adjust things that you don't want to use, but that immediate functionality is certainly there. Otherwise, forcing empty nodes to be achieved as a way of making later tech that much more expensive still makes sense. Science comes pretty easy -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Beetlecat replied to Damon's topic in KSP1 Mod Releases
You know -- if I thought about it for a second, I would have remembered that all the pads and such showed up like that. --but they still *exist* in-word, we just can't use them 'til they unlock? I think I'm also conflating some features of KSR that include awesome runway lights, etc, that look really weird with the level 0/1 KSC facilities.- 403 replies
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- ksc
- totm march 2020
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(and 2 more)
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Beetlecat replied to Damon's topic in KSP1 Mod Releases
These are so flippin' great. Any thoughts on unlocking/upgrading/opening these in a stepwise fashion, using KK? I suppose just literally using KK each pad and runway extension, etc. would have to be a unique base instance. -- or are they already? Now I just wanna run home and play with KSC Extended- 403 replies
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- ksc
- totm march 2020
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(and 2 more)
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Beetlecat replied to Nereid's topic in KSP1 Mod Releases
Well, that's intriguing. I'll have to do some ribbon-awarding to see what this is about -
Every time a part gets built "new" -- it gets considered a newer "generation" of part --- so if you build the same craft five times in a row, the fifth craft will be "better" because of all the refining of part making and materials, or whatever version of improvement that the mod is simulating.
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not sure what you mean... if *any* parts were recovered intact, they could make it back into the part pool, otherwise reliability would improve because newer versions of the parts would be built next time.
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Or, if there *are* mistakes, they're easily/quickly remedied, once the proper authorities are aware -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Hey Severed', Something I've been *almost* asking about, but it hasn't elevated to the status of issue or question yet is the context of fractional number of days for the budget interval: I've been basing my budget interval on half a minmus orbit, since the 30-day default just feels to arbitrarily "real-world"-ish. It's sort of close to thirty days, but actually comes in at 24.96. A regular "Munth" is far too short at 6.43 days, and a full Minmunth is 49.92 which seems a bit too long. 30 days was just too Earth-like for me. Does the current MB actually do anything with the fractional bits after the decimal (I hand edited them into the save/config), or is it just giving me a 24-day interval cycle? I suppose 25 would be a better approximation. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
Are you also using indicator lights? Make sure you get the community extensions/patch for ReStock. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Beetlecat replied to JadeOfMaar's topic in KSP1 Mod Releases
f00kin' great!!!! -
[1.10.x] RedOnion: Unrestricted in-game scripting v0.5.2
Beetlecat replied to evandisoft's topic in KSP1 Mod Releases
And they serve different purposes, to an extent, yeah? kOS is fairly consistent with being a "lore-friendly" automation add-on (optionally) requiring parts on craft, and code storage space considerations, etc. ROS is much more of a universal deus ex machina. It's pretty awesome to have both! -
[1.12.x] Crew R&R - Crew Rest & Rotation
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
I like this idea of a minimum "trigger" for R&R mode, whether it be based on duration during a single launch/mission, a concurrent number of short flights, or maybe even conditional (force R&R for going up into orbit, even if they come right back down). It could make for some interesting planning and strategy when you have limited crew options (such as monthly budgets, etc. enabled). Also -- the ability to yank somebody back from vacation (and take an extra pay or reputation hit) in case of emergencies would be cool as well. -
[1.10.x] Stockalike Mk1 Open cockpit ( 7 nov 2020 update - NEW PARTS )
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Wait.. the guns "worked" ? -- was this a BDArmory add-on?