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Everything posted by Beetlecat
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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
Hot dang! -
A.P.U.S. Aerospace Passenger and Utility System
Beetlecat replied to NESD's topic in KSP1 Mod Releases
:D! : This looks great, thank you for sharing your work. -
Fantastic!! can't wait to see how this looks
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Raptor's Craft Download Catalog - Tested & Proven
Beetlecat replied to Raptor9's topic in KSP1 The Spacecraft Exchange
Your dedication to the collection is astounding, and makes continued use of your whole library/hangar of craft really, really worthwhile. I know I sound a bit like a broken record, but it's really appreciated, and not the least bit awe-inspiring. That's more than a few craft to load/tweak/save/upload, load/tweak/save/upload... -
[Prototype][1.7.x] EVA Info Pane [ v0.0.2 @ 2019-05-07 ]
Beetlecat replied to cakepie's topic in KSP1 Mod Development
Any info about the Info Pane? Whatsitdo? -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Beetlecat replied to Athlonic's topic in KSP1 Mod Releases
sure.- 751 replies
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Beetlecat replied to Shadowmage's topic in KSP1 Mod Releases
(and by "like" I mean --- grudgingly understand, and appreciate your efforts / frustration) -
[1.4.1] Mauws' Custom Paint Jobs (MCPJ) v0.1 - Colored Textures Pack
Beetlecat replied to Mause's topic in KSP1 Mod Releases
It's just alternate textures for specific parts. I'd check out Textures Unlimited for something more broad-sweeping. -
Apologies -- I haven't been able to fire up KSP in a number of days. The only part I was able to confirm had issues was the above-mentioned part located in /Aero/tailBoom that wants to attach facing the wrong way. The dual attachment points are indeed just to allow the different lengths of variants.
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[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Will try this! TY- 131 replies
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Cool -- I'll have a more time tomorrow evening, and make a better point of IDing parts and quirks/errors. The part I was having the most fun/trouble with was the "Structural Boom" (in Aero/tailBoom). Turns out it has two attachment points due to two part size variants (via firespitter?). It still doesn't like being attached in a rear-facing manner, preferring instead to be clipped entirely through a craft instead. Maybe the attachment point is inverted. I'd love to learn more about this stuff. Is that controlled in the cfg, or in the mu itself?
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Okay, gave it a bit of time tinkering with the RF parts. Fiddling with this mod is like hanging out with a dear old friend. I love the form-factor / cross sections and really over-the-top chunky/low-tech awesomeness. It's not quite Kerbal aesthetic overall, but still really fun. The part textures are starting to show their age / sure, they could use some refinement at the joins here and there. I haven't yet plugged in the alternate textures. I didn't attempt to attach/build everything, but some parts like the booms (long, skinny ones) and the wing adapter pods seemed to be oriented the wrong way when placing into the scene. The booms also have something weird going on with the attachment points. I wound up attaching them "backward" clipped into the adapter, then manually tweaked them around. Some of the prop engines had some amazing temperature/heat effects. I didn't encounter them with my little test flight, but assume some of these might still happen? The textures on the Retro-Future pwings were ridiculously fun/cool. I can't remember if there was an emissive/light-up texture, but it was something along those lines. Anything still in that pwings.zip file to play with?
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Oh, nice. I've been meaning to loop back to this part pack soon -- thank you for putting together a beta -- and no, this isn't the feedback
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Terminal velocity- achieved.
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Especially if they actually mapped to the city lights / terrain overlays from something like Stock Visual Enhancements. When flying overhead, and thinking I want to check out a town I see, I just pretend that by the time the pilot lands, they missed the town/city limits and wound up parking far away in a field.
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I would adore this also. The ability to create/save some "presets" would be great at the very least to use as starting points, to then tweak onto particular craft. I suppose we could create a craft that would serve as a framework/structure form and save it as a subassembly or outright craft and just load/merge it in to pick from the available pre-made wings. Like a long girder framework with a bunch of wings/airfoils stuck along it.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Beetlecat replied to Galileo's topic in KSP1 Mod Releases
All of the Thanks! Cheers, @Galileo! -
A quick FYI for anyone trying these TU configs, it may wind up blocking visibility out of the cockpit / IVA mode. Ooops. Looks really gorgeous on the outside, though. @blackrack -- this scatterer release looks absolutely gorgeous. The prodigious amount of haze reminds me a lot of the skies in the late summer when the forest fires are going strong, but it makes for some beautiful screenshots.
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#1, for sure. Being able to create / maintain a list of standard craft for "order from the KCT panel" convenience would be great. A QOL bit at least--- and save a lot of time for anyone that suffers huge time sinks when going into the VAB/SPH like Raccoon mentioned. I should really test this/experiment before asking, but I'm hours away from getting home -- How does KCT handle multiple launch sites at the KSC? I'm playing with the awesome KSC Extended, and the half-dozen launch pads at the KSC are targetable with the launch site picker. Does roll-out and reconditioning target individual launch pads, or is it that literal?
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Beetlecat replied to EnzoMeertens's topic in KSP1 Mod Releases
I think that's a stock craft, and the twin booms are just liquid fuel tanks, so each of them got the same "damage" landing the water -- but not enough to break the plane. Touch-down was was fairly gentle, but obviously rough enough to trigger a KKS damage/leak state.- 735 replies
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Beetlecat replied to Damon's topic in KSP1 Mod Releases
Oh it's so beautiful! How I wish those trees were collide-able (Maybe a terrain scatter SVT hack?)- 403 replies
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