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KSP2 Release Notes
Everything posted by Beetlecat
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Terrifically looking forward to the part recoloring! I never really got the hang of Kerb Paint, and later just used a part color switcher once 1.4's variant switcher apparatus was developed but this was limited to individual variants hand-crafted and configured: Pretty excited to be able to do it from within TU!
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[1.12.5] Restock - Revamping KSP's art (August 28)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
It's this one! the partner mod "community extensions" adds configs for many mods, now including restock/restock+. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Beetlecat replied to Waz's topic in KSP1 Mod Releases
And many Bothans died to bring us this information... -
Having trouble finding a mod
Beetlecat replied to Commissioner Tadpole's topic in KSP1 Mods Discussions
Yup! Historian is the one! Some of the old-timey effects could easily be achieved with KS3P -- a fantastic post-effects engine, now with in-game tweaking. Here's Historian's link -- it says 1.3.1 but it's working great in 1.7.3 for me: -
I still have yet to run those particular lag/stutter tests -- I'll plop a craft onto the Mun to see if I can replicate that behavior with current JNSQ vs. patched(ocean fix) behavior and what it does with my better performance in JNSQ in general. I'm also keen to see if I can duplicate some of those fixes/settings back in "vanilla" world.
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Is there a mod to measure distance across map surface?
Beetlecat replied to Nightside's topic in KSP1 Mods Discussions
You could use waypoint manager to measure distance from a selected location to your active craft...- 1 reply
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So, who do I complain to about JNSQ? It runs buttery smooth at the "full" 60fps (my display's limit) at full detail settings and with all supported & recommended mods. Granted, I've not put in audio muffler (a sometimes lag inducer) or any KK stuff and no extra part mods, etc, but usually scatterer and eve shave off a handful or so FPS right out of the gate. The settings look gorgeous, so I don't think I'm just "running on low." My generic +OPM install is hovering around 37-45fps, but I may be cranking too many settings at once there. I'll see what might be replicated as far as scatterer config or main game settings (which will actually be the same as JNSQ, since I'm using gamedata switcher) but I'm curious to see how JNSQ holds up once I start installing more mods. It's looking very fun so far. I can't wait to explore it.
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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
I'm not going to call this nuts, but I will call it terrific! Thank you for building/sharing! Some of my favorite IVAs are for just a couple/few stock cockpits, and mod ones, leaving many with just a generic IVA. I can't wait to see what you've come up with! -
The best way to confirm the second part is to install it and see -- a big question would be how well the new stock rotors and motors work with helicopters. I'm gonna give a couple a try this evening.
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Why not?!
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Did this pack (or even Kerbin Side Jobs) provide contract flights to reach/explore unopened bases? This one certainly seems ideal to provide impetus to fly facilities crew to all the new ones. Now that Kerbinside Remastered has a 1.0, this may be a good time to research how to build contracts... Maybe it'll take a while, but it'll be fun.
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[Discontinued][1.1.x to 1.9.x] How to improve Performance
Beetlecat replied to xXKSP_playerXx's topic in KSP1 Tutorials
Without mods--- except for Module Manager? ;D- 79 replies
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- more fps
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What the what??? This wasn't in the plans for the day!!!
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Craft Manager does a wonderful job of that. I think you can even set the scale of the thumbnails:
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Kerbal Maps is back! (sort of)
Beetlecat replied to CraigCottingham's topic in KSP1 Tools and Applications
I know you haven't gotten much by way of feedback on this, but it's pretty great to see it alive and kicking. -
Loving the iteration of that 'copter, XL. It's really turning into a sports car! I haven't tracked down the mod interaction that's causing the Kal-1000 to lose tracks when switching scenes / launching / loading though. It's always something. Embedding the QBE was probably the simplest route to go (and doesn't involve a mod), but Attitude Adjuster actually works like a charm. I edited the mod's config to allow a negative value, and set the default attitude to -10 deg. which "zeroed-out" the downward deflected nose. I switched back "control from here" to the cockpit and the nav ball shows perfectly level, and the flight indicators aren't affected. You could then also set the U/D translate to trim the pitch angle for "cruise-level" or something like that. Again, don't need it with the QBE control point, but I've discovered that AA is a surprisingly flexible mod.
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[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Right, those parts are what you have in inventory already and don't need to manufacture. Each one just represents one of the whole category of that part so you can have one or hundred but only one will show up. -
The Kerbal Space Agency: To Be Continued...?
Beetlecat replied to Drew Kerman's topic in KSP1 Mission Reports
sorry about the scrub today -- looking forward to this launch! -
[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Make sure you're checking the actual full scrapyard inventory, rather than the per-part inventory popup window. If you open the "advanced" set of buttons in the editor, youll see the scrapyard button under the main filters. This should show the accumulated parts. The "inventory" window that appears from clicking the toolbar button is the current-craft part management tool. This will be blank until you select or highlight a part in the editor. -
[1.0.5] Versatile Toolbox System (Added USI Support)
Beetlecat replied to Nazari1382's topic in KSP1 Mod Releases
Seems to be a bit more rudimentary than Universal Storage (II) now, but still looks great> -
A modestly modded install of 1.7.3.2594 (though no mods that are known to deliberately interact with the BG robotics stuff). This seems to match behavior seen in https://bugs.kerbalspaceprogram.com/issues/22728 I loaded a craft from KerbalX that had a Kal-1000 controller managing a rotor and a turboshaft, plus pitch values for the attached rotor blades, as well as thrust values for a pair of regular jets. Everything looked fine in-editor, but upon launch, nearly all, or all but one of the Kal-1000's tracks are missing. Launching the "known good" craft directly from the space center scene worked fine, but upon returning to that craft later (after a scene change or two) the tracks are missing again. Just a preliminary question, since it totally caught me off-guard.