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Everything posted by Beetlecat
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[1.12.3] SOL ---v0.12 "Blue Marble" (06/12/2022)
Beetlecat replied to G'th's topic in KSP1 Mod Releases
Hot damn. -
Hey all -- is the "flowgraph" thing also responsible for some graphical weirdness that's appeared (in 1.12.3) in the inventory listing itself? This should be showing as "1" in inventory, and "1" previous use/flight with this part. It's hard to confirm whether this is entirely cosmetic yet, but individually applying and grabbing parts from the scrap inventory, it *does* seem to individually track the parts still.
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- kanford and sons
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Skyhawk Kerbalism - v0.1 (ALPHA RELEASE)
Beetlecat replied to CessnaSkyhawk's topic in KSP1 Mod Development
Oh, hot dang. I've been looking forward to this! "We will watch your career with great interest," etc. -
always makes me think of this.
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Okay -- I figured I would share some fiddling I've done with the .mu in Blender in case people are also noticing some over-lit scenes based on TUFX or other processing they have active in-game: I may walk them back a little more to create room to add additional deliberate bloom effects, but this feels like a good starting point. Love these light towers and night launches!
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Oh, I for sure do not have a recent version of that importer -- that's stop #1!
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Okay -- had a free evening and fired up blender to see if I could attempt to tweak them myself, but I'm not well-versed enough to figure it out, apparently. I've gotten the .mu imported, but each of the light sources seems to be set to power 0, so there must be an animation component that sets the on and off power values?
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I think I speak for everyone here on the forum: Good luck, we're all counting on you.
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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
Tens! -
Ever since the Breaking Ground robotics stuff was released, the missing sound effects have bugged me so much for some reason. Is there also a whine from the turbo engine in there as well? This could also be applied to servos and rotating hinges, etc. as well, right?--with some electronic hum based on speed?
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- totm december 2020
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For the most part I mostly dropped it since conformal decals itself allows for custom single-characters or strings and the typefaces and coloring options got pretty darn close to those pre-made ones. Otherwise the patches work just fine with the individual icon decals as is. Now that I'm thinking about it -- someone *did* produce image atlasses of some of those decals so they at least didn't take up as many files / kilobytes --I'll see if I can trace those steps
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[1.12.x] Exploration Rover System by A.S.E.T.
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
This was (is) a spectacular rover pack. The IVA is pretty bonkers as well--almost like it was ripped from a completely different AAA game. Thanks for bringing this one back up to spec, LGG! -
Terrific!
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Beetlecat replied to Paul Kingtiger's topic in KSP1 Mod Releases
I had no idea this was happening. So great! Thanks for the Xmas surprise- 1,532 replies
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NESD's warehouse (9 oct 22 - New mod "SpikeX")
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Spectacular updates! Thank you @NESD! -
Spectacular! (pun intended)
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Could this also be the perception of failure being high, since it's happening at all? Sort of the opposite of the "XCOM Effect" happening? An 85% reliability still seems pretty risky, especially for an engine, since at any point there's a roll of the "failure" die (activation, etc.), it's a 15% chance of losing that roll. The more rolls you make with that same engine, the wider the failure window becomes, even if the percentage is the same. And then the MTBF counter is always ticking down. From my somewhat limited game-duration playthrough, it seemed to be 'working as intended' and as long as I "charged up" reliability with engine and component test flights before putting them on a mission, they performed adequately. My perception could be foggy, though