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Everything posted by Beetlecat
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Heck -- this sounds very cool. Thanks for continuing work on this
- 1,022 replies
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- beautify
- visualoverhaul
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This looks great! do you have it uploaded to KerbalX? Have you ever checked out RetroFuture? It has such a snap-on cockpit feature:
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Kerbal BG 1.7.3 Props. Pitch/Yaw/Roll???
Beetlecat replied to g00bd0g's topic in KSP1 Gameplay Questions and Tutorials
Check out @XLjedi's new video on using props/blades with the new 1.7.3 system, including managing it via a Kal-1000. It's pretty sweet. -
ASET Avionics Pack v 2.1 (for the modders who create IVA)
Beetlecat replied to alexustas's topic in KSP1 Mod Development
I'd love to help with something along these lines when KerbinSide Remastered gets a fuller release. Navigating around Kerbin using radio sounds delightful. -
This is probably funnier to me at the moment than it actually is.
- 941 replies
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- aerodynamics
- far
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Beetlecat replied to Poodmund's topic in KSP1 Mod Releases
Is v2.2.5 going to get released on GitHub/CKAN? If it's just config changes, I'm not sure which ones to grab, other than just downloading the whole structure from GitHub. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
And Boom goes the dynamite! TY. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Beetlecat replied to AndyMt's topic in KSP1 Mod Releases
For sure you can move the files around. Just like craft files -- though I can't 100% remember where they are stored. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Beetlecat replied to AndyMt's topic in KSP1 Mod Releases
Yup-- sorry to say, you're essentially "tricking" Gravity Turn into thinking they're new rockets each time An alternative would be to simulate launches using KRASH or some such to let GT automatically tweak values without incrementing actual ship name/design numbers, or even migrate craft over to a sandbox game and just launch/revert a few times to get a nice GT launch profile (and then move the GT Profile file back to your save by hand -- the files are all named for each individual rocket) I justify "game-like" things like this because it simulates me actually knowing/doing math to calculate an actually efficient launch profile, without flinging rockets into orbit first to realize what I'm doing wrong. -
That was even better than I remembered it.
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An experimental one was started by @BahamutoD (I think?) that incorporated some visual distortion in rocket/jet exhaust. I don't think anything was released.
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It's really a great and fun rover pack. I like mixing and matching with other packs like Feline Utlity Rover. I can't even remember which super-mod this rover is now part of (exploration? MKS?), it's still good to give it a shout-out here.
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah, definitely post this over on Scrapyard. @severedsolo may be able to track this down. -
Alright then. After a few sessions fiddling with Blender and getting used to MM syntax issues, I've managed to throw together a quick set of patches for the Kerbonov (continued) mod. This covers adding crew indicators to the Kn-2 and Kn-7 cockpits, the 1-person passenger can, and a transmitting indicator to the VHF antenna. I basically copied patches for other similar components, and changed part names and position values. That's how we do it, right? The Kerbonov antenna has *two* similar lighted parts on the model, so I suppose a second indicator light could be added to perform a different function, but I didn't pursue that *yet*. https://pastebin.com/V332R5tq The biggest bit of learning curve was Blender itself, but once I got used to the controls, it was pretty simple to navigate around. I can imagine that trying this in the versions before the 2.8 beta would have been far more "interesting." Also, much respect for @UnanimousCoward for cranking through this process for so many of the the restock(+) parts.
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Well, everything *is* in motion... maybe not *that* much, tho...
- 1,022 replies
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- beautify
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And, as a bonus, they overlap/work alongside Trim Indicator, in case the numeric value of the trim offset is also valuable (for a specific plane's take off or approach trim, etc.). I loved the numbers, but I really missed the visual doo-dads. Now we can have both again!
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[1.1] Improved Chase Camera v1.6 (Apr 23)
Beetlecat replied to BahamutoD's topic in KSP1 Mod Releases
oh! splendid. Thank you for sharing. This was a favorite for quite a while. -
Another one that comes to mind is the Retro Future snap-on cockpits, that simply make any appropriate structural part (mk1 diameter, I think) a cockpit by incorporating a bubble cockpit on it.
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Ha Ha! Hot dang. Thanks for this component resurrect. It's really the simple things with this game as much as the massive component packs and overhauls that keep enhancing the experience. Cheers! -- I hope Nereid does re-add them, since I'm a fan of the NanoGauges, too.
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[WIN]Game Data Switcher - GDS [V1.0.5]
Beetlecat replied to Icecovery's topic in KSP1 Tools and Applications
This is great! It's such a useful "stupid PC trick" anyway, but this application of it is perfect. The game data switcher itself could manage this at some point (hint to the universe) but thank you for trying it out. Will definitely save on some disk space and management of file versions. -
Well, sure -- I was understanding you to imply that the KAL Controllers were the extent of the new BG robotics controls. Probably not what you meant. I do wonder if the KAL bits / editors themselves could be embellished to provide more control like IR Sequencer has/had. I totally agree that it's currently somewhat limited in scope.
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The KAL / sequencer is just part of it. All robotic parts can also be actuator keys or axis, and move to set limits, etc. BG robotics added a whole lot of functionality right out of the gate.