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Beetlecat

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Everything posted by Beetlecat

  1. Good to know! I've been meaning to try this out for some time, but never got an "economy" up and running that would require it.
  2. Oooo! Thanks for this ping. Looking forward to the new bits!
  3. I've not been to this thread in a year (and neither has anyone else, apparently! ) -- but the chatter in KSPWheel turned toward the KerbinRover. Consider this an appreciation post, but also a word of encouragement if you ever decide to re-do these in KSP1 or 2!
  4. Er... That thing I just quoted. It's likely in a settings file in the mod folder. It looks like the part "types" are listed for ignoring.
  5. So beautiful. I'd love to see Kerbin look this good someday. -- those shorelines!
  6. A pretty good thread necro -- but a great chance to jump in and express some appreciation for those fantastic suits, whether updated to 1.7+ or not!
  7. Also, make sure the version of the game you're using is actively "allowed" in CKAN, it'll restrict you to only mods for *that* version, unless you tell it to allow earlier (or later) builds of mods.
  8. I think this was fixed before by adding decouplers, etc. to whitelists so the effect wouldn't fire on staging, etc. I remember this was happening to BD Armory missile firing, too. Not sure if this got spun off before those fixes, or if the parts themselves changed in the meantime.
  9. This is ridiculously rewarding to watch after the years of prep and research flights.
  10. I'm not seeing H/V markers, so it may be Kerbal Flight Indicators. The center bit rotates against the "level" lines.
  11. Nope -- they'll need to be created from scratch. Textures Unlimited is looking at the same concept -- but using a completely different method.
  12. I totally remember liking this idea tremendously, but somehow never included it in a game's mod list --- likely because my usual habit is to add a bunch of mods, feel disappointed with the game's performance, lose interest for a bit, squad releases a new version, lather, rinse, repeat... I promise to try this out!
  13. Try using the "export" function -- it creates a cfg that you can then use as your defaults.
  14. One further derail from the FARc topic -- since we're on wheels If more of us try these out and give some feedback, they could get an actual update/release with KSPWheel
  15. hah! I'm not sure if this is a better default than the "All-on" mode in the previous iteration. The process of creating/exporting our own presets to file (after tweaking in the GUI) is a few posts up/page back or so.
  16. Just to confirm -- the mod starts in the "off" condition initially.. alt-3, and enable each component by hand to confirm if it's doing anything...
  17. I was playing around with placing static radio towers, etc. on nearby islands, and realized that: a) it would be great to *not* have the snap-together baseplate for putting a radio mast on top of a hill and b) could we use a placeable static to put a warning/hazard light on top of tall things like radio masts/dish antennas, etc? I'd love to be traveling at dusk/night and see those little warning bits. Do such lights exist already and I've missed them? Some parts have glowy bits (like runways lights), so it's certainly related.
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