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Everything posted by Beetlecat
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Terrific!
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Beetlecat replied to Paul Kingtiger's topic in KSP1 Mod Releases
I had no idea this was happening. So great! Thanks for the Xmas surprise- 1,577 replies
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NESD's warehouse (9 oct 22 - New mod "SpikeX")
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Spectacular updates! Thank you @NESD! -
Spectacular! (pun intended)
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Could this also be the perception of failure being high, since it's happening at all? Sort of the opposite of the "XCOM Effect" happening? An 85% reliability still seems pretty risky, especially for an engine, since at any point there's a roll of the "failure" die (activation, etc.), it's a 15% chance of losing that roll. The more rolls you make with that same engine, the wider the failure window becomes, even if the percentage is the same. And then the MTBF counter is always ticking down. From my somewhat limited game-duration playthrough, it seemed to be 'working as intended' and as long as I "charged up" reliability with engine and component test flights before putting them on a mission, they performed adequately. My perception could be foggy, though
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Vexarp IVA [ RPM/MAS IVAs for NFSpacecraft ] ( 0.6.1 )
Beetlecat replied to Vexmae's topic in KSP1 Mod Releases
Oh, no worries at all. This happens to all of us.- 86 replies
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Contract Pack - Research Advancement Division - v1.3.0
Beetlecat replied to Morphisor's topic in KSP1 Mod Releases
looks like it did. ty! -
They both work fine at the same time if you don't mind the occasional double work...
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totm april 2021 [WIP][1.11.1+] KHSK - Kerbal Heavy Exoskeleton Kit
Beetlecat replied to Issac's topic in KSP1 Mod Development
with a big enough lever...- 27 replies
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Rude! ;D
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Probably not at all related to EVE itself, but it sounds (pun intended) like your game config got reset. The 'ambient' sounds in KSP are on their own fader, and may have somehow gotten cranked up. In-game sounds like engines are on their own channel, and likely set to be lower than the ambient noises.
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[Kerbalism 3.14] Kerbalism Lab Experiments Expanded
Beetlecat replied to RoadWarrior9's topic in KSP1 Mod Releases
Nice work! Thank you. -
Make sure it's v0.0772, and not just whatever the previous one was -- there were a couple rolling updates with this latest release.
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VexarpIVA Developpement Thread [ Currently working on BDB ]
Beetlecat replied to Vexmae's topic in KSP1 Mod Development
No broad experience with this -- but I'm totally guessing that blender vs. unity vs. game are probably *not* agreeing on which axis is which (and + / - getting swapped, etc.) Even when fiddling with positions for indicator lights, etc. I remember having to reverse some values to have them behave well in-game. Someone more knowledgeable can confirm. -
Some/many of the new features basically require re-creation of atmosphere configs for planet packs. The funky blue overlay on spacecraft is a bug. The dev is apparently on vacation at the moment, so the best bet is to roll back to the previous 'happy' version for the time being, and just enjoy the public test version on a game you're not relying on for screenshots.
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That might be better for the Kerbal Konstructs thread, or even the JNSQ one (since those bases were created there) -- I've noticed some similar shenanigans with the the test pads on KSC Extended. The opening / closing mechanic may be a bit slippery. Moments like that I would have ZERO issue with just popping alt-12 and giving myself enough cash to do what it takes.
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I'm really loving these!
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I don't think any rudeness was coming across--but just a different interpretation of what "real time" means --- in reality, as soon as craft separate they become distinct vessels, and go on with the rest of their flight: either to orbit or landing/crashing. The specific game/engine limitation is that we only control one active vessel at a time. The vessel unloading distance is also a potential factor. You can trick/fudge that a bit like what's described above, but a more realistic simulation *is* using something like FMRS so that you can perform the landing in the same slice of time that the upper part of the craft would continue to orbit without having to artificially lob it inefficiently high. Part of me wonders what aspects a multi-player server could accommodate for this scenario... Literally running a KSP instance for each active craft.
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I'm going to do you one better -- I just fired it up in 1.12.2 and... They seem to be working fine! YMMV with some of the functionality here or there, but they're working for all the mainly needed dials and gauges.
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