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Beetlecat

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Everything posted by Beetlecat

  1. It "works" for the most part, since it's mostly parts, but there are a bunch of MM configs that throw errors. I also love this pack, particularly for the early game airplane cabins, and that open-air helicopter cockpit. So great.
  2. Oh man. I love this one so much -- Kramax is essentially a clone of this *with* working autopilot, but this one somehow feels much smoother. It could just be visual bias or fondness for no other reason that I like the name.
  3. Mini APB for everyone looking to grab this via CKAN, the 3.0.2 beta is showing up as the "latest" version. You can manually grab 3.1 in the versions tab, or just install by hand for best results.
  4. A peek at the Restock thread may give a clue as to why this one might not have an immediate update -- also, waiting on Kopernicus to be brought up to 1.8* spec.
  5. ^^ Confirming 100% Since RT isn't supported in Kerbalism, those two mods + RB shouldn't be a valid combination, but this MM config loads w/o RemoteTech, and borks EC usage as stated. At the very least it can be fixed to not load w/o RT? Something in the NEEDS / FOR / WHICHEVER statement?
  6. Seems to work so far! Even with FAR -- even plays nice with Kerbalism as well. The SRBs (motors) don't seem to have dV stats in the editor. Are they missing some bit of config ksp hooks onto to read that info?
  7. For a game that entirely about overkill? Moar mods!
  8. It's not there at all -- Make sure it's enabled in the settings, and also make sure any dependancies are also loaded. -- Module Manager and Contract Configurator are required.
  9. In my case it was the thumbs *and* the craft from both VAB and SPH. Just anything with FAR in the title can be removed from the stock craft section>
  10. I'm recalling that the USI mods had been listed on CKAN as 1.*+ Or "any" for some time, regardless of the actual game version they actually supported. They get updated fairly quickly upon new game versions, so it never caused much grief.
  11. I'd love to have a per-craft set of notes -- or even a means of modifying the craft description as set during construction. Flight instructions, lists of action group features, and ASET prop AG labels are derived from it -- it would be great to edit / tweak them mid-flight.
  12. I couldn't quite tell, but it seemed to be a visual glitch in the PAW? The "button" was just appearing as a white block?
  13. Thanks everyone for your diligence in keeping this mod legit, and to @clusta for your support thus far! Whether or not you adopt it, dragging one of the coolest visual tools for KSP into 1.8 is definitely appreciated.
  14. I'm sure there are plenty of plans to update. In any case, I'm confirming it "doesn't work" -- in that the indicators and H/V line overlays do not appear. The small info panel does appear above the navball, though. A few things in the visual end of things were changed/upgraded in v1.8, so this isn't surprising. @linuxgurugamer -- oddly enough, Kerbal Flight Indicators *do* still appear just fine. Possibly because these are images being projected, rather than drawn lines?
  15. I recently poked around with blender to figure out how to position indicator lights on command pods (and build a shiny hammer with video tutorial!), but I'm not sure what the workflow is to modify an in-game model like that.
  16. I'm going to get a burger tonight for dinner just to show them who's boss!
  17. I *SO* want to tweak the model for those wooden props. They look like they'd snap under the slightest load.
  18. The OPs on your mods haven't been seen by me in quite some time (if that's fair at all...) --so it completely slipped my mind/notice.
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