Jump to content

Beetlecat

Members
  • Posts

    2,517
  • Joined

  • Last visited

Everything posted by Beetlecat

  1. Oh! for a filter. Yes-- that sounds great. My personal use-case for that is when I start up new careers, but want to port over some favorite craft that I know I won't be able to build for a while. Being able to filter out the 'future tech" would avoid having them sit there, taunting me...
  2. It does show when there are unavailable parts -- or do you mean whether its due to a missing mod, or just currently-locked parts?
  3. Would Snark's Attitude Adjustor : Help with this at all? Not sure how the new axis controls work with/for kOS, but perhaps the above mod could help define a new "level" for AA or kOS to utilize.
  4. We'll have to migrate this over to the IL Community Extensions thread -- I've been meaning (for almost literal years now) to figure out how to position lights on things like the Kerbonov cockpits -- but don't have my work environment setup to figure out how to do it properly yet.
  5. Oh, splendid. So the mask would just be as intricate/specific as is defined. The lower intake in this shot could have just the area defined by the edge of the opening as a mask as well, yeah? This is fantastic
  6. Thanks for taking a look! Being able to mash-up our craft is half the fun.
  7. I agree-- the very first time I used the new parts I was struck by how SILENT everything was. It's easy to feel spoiled by all these wonderful "little" mods like RWS and Chatterer. I had thought to ask the dev of Dock Rotate, since they had some really nice, subtle motor noises-- turns out they were lifted straight from IR. I'm hoping Squad/bob put enough hooks on the robot parts to be able to add sounds to them easily. A quick look/listen through freesound.org could reveal some good stuff. We've also added a few random mod-patches adding the initial RW Sounds to mods over the last few pages. I'd love to gather those into a pack of configs that could be included in this mod >:D
  8. How would this behave if an intake (similar to the second photo) is intentionally set further back on a wing to create an 'upper' and 'lower' intake. Would this create a giant gap in the wing ahead of it? If so, I suppose creating a duplicate "non-masked" version of the part would work for those cases.
  9. I may have spoken too soon. There are odd black "smudges" that appear near / over parts that have animations that look for all the world like black circles being applied via MS Paint in real-time. I'll post some screenies and settings/configs later this evening.
  10. 1.7.2 has "broken" Kopernicus, and anything that relies on it would be malfunctioning until it gets an update.
  11. Heh. You can see how much of an IR user I was... That definitely seems the like the better tree to bark up. TY!
  12. With all of these brand-new BG expansion robot parts, my mind immediately drifted back to DockRotate--not the least of which because of the awesome sounds you incorporated. It's one of the first mods I've re-added to my new career setup. As with Chatterer, wheel sounds, etc. Much of KSP's atmosphere is wildly improved with some audio cues. Any notion of what it would take to plug some sounds into the new parts? I've not looked into their files much yet.
  13. And on up to, and including one.seven.two! Hurry back!
  14. Looks like it may have released on SpaceDock, but there's no link back to the forums: https://spacedock.info/mod/2149/Ж-20 "Moroz" Spaceplane
  15. I'm also going through lots of older / exciting mods to see if I missed any developments. The urge to "ping" for updates is strong. This would be great -- especially for any new mod / dlc parts that come along. Looking forward to your return!
  16. How did I miss the 5.0 announcement! Wonderful update, @blackheart612! Breaking ground bits will make for some interesting ground support vehicle options
  17. For me personally, my lack of use of Hangar is conceptually integrating it with Kerbal Construction Time, since it has a craft "storage" concept similar to keeping craft in a hangar. Since in early game, i'm making far more vehicles and aircraft than space craft, most everything stays close to the KSC, and using the KCT "recover to storage" makes pretty good sense. I think my main problem is that I never really make it past the early-game anymore. Once I start building orbital structures, or far-away bases, actual Hangar(tm) hangars will start becoming more crucial parts of my game
  18. I'm having trouble "damaging" my craft with KKS effects -- KSP.1.7.1 with only KKS and MM installed. Whether trying to drag wings on the ground mid-flight, or bash a craft into a building, nothing seems to deform or leak, etc. And all remaining parts are still 100%. Pretty much vanilla behavior. Do I need to dial up sensitivity, or has 1.7.1 fudged something for KKS? log: https://www.dropbox.com/s/3tc1brse90v686c/output_log.txt?dl=0 Seems to be showing KKS binding itself to parts, etc. --though I'm often "just missing something"
  19. New issue! "create new GD" only copies in Making History dlc, not Breaking Ground / all. Just an FYI to the creator and anyone else using this> Never Mind-- was confused/distracted by the "Serenity" folder. Even though they didn't go with that name -- I rather enjoy it
  20. Again, even before I could see the author (I get forum posts via a news aggregator) -- I knew this had to be from you, @Snark! Clever, stellar, simple (in concept), and useful!
×
×
  • Create New...