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Beetlecat

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Everything posted by Beetlecat

  1. This was coming up on my mod-reinstall list. I'll peep back here when I've confirmed 1.6.1 working-ness.
  2. 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.
  3. Gotcha! I think I may have figured it out / you told me this a couple game versions ago, but I appreciate it again
  4. 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.
  5. You're not kidding. a single omni light was lighting up the inside of a cockpit while in IVA mode. It also seemed like the spot-toggle was doing it too, even when not pointed toward the cockpit -- I'll have to confirm.
  6. 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?
  7. mini FYI- - the CKAN listing is still showing .50 as the "latest" version, with .71 and now .80 showing up below it. I'll drop a note on the CKAN thread, too. Likely that "v" is causing trouble.
  8. Clearly we're all looking for #VALUE in this mod... and #QUALITY, don't forget the #QUALITY.
  9. if you use google docs/drive, there's a form/quiz builder there. Likely free of those limitations.
  10. <prays for snow-day fun with KSR as Seattle is about to get dumped on....>
  11. 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?
  12. 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.
  13. 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).
  14. 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.
  15. World Stabilizer helped with my bouncy/weird clipping wheels on new vessel launch.
  16. 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.
  17. 1.6.0? That version has some pretty odd bugs in it --- Any reason you're lingering there?
  18. Oh yeah! Loved Crimson Skies -- If any progress is made on those Retro Future parts, they are in the right ballpark
  19. Cool. It's starting to look really good. Looking forward to the next go!
  20. 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!
  21. It is pretty gorgeous. Say, would that X-1 style cockpit you did for APP work in this with some MM goading?
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