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Everything posted by Beetlecat
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[1.9.x] PAWS - Part Action Window Sorter-Outer 2.0 (19/02/2020)
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
This was coming up on my mod-reinstall list. I'll peep back here when I've confirmed 1.6.1 working-ness.- 62 replies
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At the moment, I don't think there is such a beast. Ideally, there would be an API-like system like Kopernicus, where it would just listen for any/all active bases, and what type they are (runway, helipad, etc.) and assign contracts based on that criteria. It could even work with just the four (five?) bases that come with Stock+MH.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Beetlecat replied to Ger_space's topic in KSP1 Mod Releases
No worries! Appreciate all you do! -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Gotcha! I think I may have figured it out / you told me this a couple game versions ago, but I appreciate it again -
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
Beetlecat replied to Eskandare's topic in KSP1 Mod Releases
Thanks for pinging this one up! I'll see how *badly* the engines behave, but any other parts/bits would be fine. i did love some of these rotors.- 264 replies
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- engine
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Beetlecat replied to politas's topic in KSP1 Mod Releases
The CKAN listing for B9 Wings Fork is still showing .50 as the "latest" version, with .71 and now .80 showing up below it. Likely that "v" is causing trouble? -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Beetlecat replied to _Zee's topic in KSP1 Mod Releases
Clearly we're all looking for #VALUE in this mod... and #QUALITY, don't forget the #QUALITY. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Beetlecat replied to _Zee's topic in KSP1 Mod Releases
if you use google docs/drive, there's a form/quiz builder there. Likely free of those limitations. -
<prays for snow-day fun with KSR as Seattle is about to get dumped on....>
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[1.8.x-1.12.x] Moar Filter Extension Configs [04-Mar-2020]
Beetlecat replied to leatherneck6017's topic in KSP1 Mod Releases
Heh. leatherneck6017 was asking *what* you wanted to do in the USAF.... First step, learn *ALL* the acronyms. These are fantastic configs, @leatherneck6017 thank you! Did these come up in that Reddit thread a couple days ago? -
I was thinking about this the other day after watching one of Alexustas' IVA test videos that included the "recovery radio" prop. It basically triggers the recover process when there's proper signal, and the craft has stopped moving. Amazing that I'm still discovering how cool these bits are years later... Having the recover time (which the radio would have to somehow trigger KCT *instead of the stock one?*) be given a modifier based on distance from the nearest active base would be fantastic. I'm not above building a rescue VTOL to get Kerbals and science out of some remote highlands, but routinely would be a bit much. Having it take days/weeks would be a great incentive to get better at aiming for the KSC (or intended base). Just some further ideating on that concept while this mod is taking a snooze for the moment.
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[1.4.0 - 1.6.x] CollisionFX-Updated [0.8.3.1]
Beetlecat replied to Grigetio's topic in KSP1 Mod Releases
I'll try it without scatterer -- in case there's something wildly at conflict there -- though it did the same in my main game, that has zero visual mods running (yet). -
[1.4.0 - 1.6.x] CollisionFX-Updated [0.8.3.1]
Beetlecat replied to Grigetio's topic in KSP1 Mod Releases
Really? I just tried 0.8.3 on my (mostly) clean install, and get less than 1fps when belly-flopping an Aries (the small stock plane). I don't think I've done anything unique to my detail/graphics settings -- but any chance that's what causing such bad performance for me? I've got scatterer (and nothing else) loaded, so my normal fps is 46-50. -
World Stabilizer helped with my bouncy/weird clipping wheels on new vessel launch.
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Science Mysteries! Discover the Secrets of the Kerbol System
Beetlecat replied to Aahz88's topic in KSP1 Mod Development
This one just popped up in my feed (I'm trying to "catch up" with the forums, oldest to newest) -- I hope you do continue developing these great ideas. I really like the notion of having to *dig in* and do some science/exploration/research. -
1.6.0? That version has some pretty odd bugs in it --- Any reason you're lingering there?
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Oh yeah! Loved Crimson Skies -- If any progress is made on those Retro Future parts, they are in the right ballpark
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TY for the update! Can't wait to try out the new APUs.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Beetlecat replied to Nils277's topic in KSP1 Mod Releases
It's measuring the duna-golds! -
[1.4.0 - 1.6.x] CollisionFX-Updated [0.8.3.1]
Beetlecat replied to Grigetio's topic in KSP1 Mod Releases
Cool. It's starting to look really good. Looking forward to the next go! -
Less drag, for sure -- but certainly more opportunity for failure(s) The sensation of transitioning from stock to FAR has been hilarious --un-learning some bad habits, re-learning good ones, and dealing with the fact that once a craft is airborne, it can wind up going ridiculously fast, and be super hard to slow down for an actual landing. That feeling of slipping through the air like a greased pig in a craft that looks not-at-all capable of reaching those speeds... After some more craft adjustments and practice, I've gotten my craft down to a rotate/stall speed with the help of flaps at around 60m/s -- oddly close to the real deal!
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Beetlecat replied to Beale's topic in KSP1 Mod Releases
It is pretty gorgeous. Say, would that X-1 style cockpit you did for APP work in this with some MM goading?