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Everything posted by Beetlecat
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A quick question for FAR users... having some frustration/fun!: On the subject of the slower end of the craft spectrum, I'm fiddling with a small cessna caravan-like replica that has some mod components that achieves ~90m/s or so in stock. With FAR, the thing tops around 180m/s at level flight. Am I right to expect that drag should be keeping this thing at a much slower pace than nearly mach .5? The engine could be overpowered (not unusual for KSP) but the plane glides like mad as well. I've not tinkered with any FAR settings, but I also haven't checked to see if all the components have proper FAR configs (crew cabin, tail boom). I'm using a set of MM patches for the Airplane Plus wing bits.
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Aha! I must have missed those wing bits. Maybe they don't show up sorted properly in the part browser. Thanks for sharing that craft file-- though it's a wickedly simple build. I know it's likely not a thing that'll be fixed, but the engine doesn't quite line up with the SXT cockpit--it overlaps just a hair, and you can see the cross-section while in the cockpit. So either the SXT Clyde cockpit is slightly small, or the engine is slightly big around at that point. Maybe I'll just clip in a thin, scaled fuel tank for more weight at that end to cover the seam.
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Hey now! I actually checked it! The recovered engine had *tested* even though it never moved from the stand/clamp!
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Just for fun, I reinstalled KAX and tried throwing this craft together (what are those wing panels, BTW? They look like the stock size, but the texture looks like APP?) and take it for a spin in my FAR-enabled game. I know this isn't the discussion but: 1 -- where are you putting fuel? None of the parts pictured contain fuel by default (wings?) 2 -- FAR does *not* like this design. The COM winds up being super-high. Even strapping a small tank to the belly it behaves badly. Maybe the STX cockpit and that tail boom (STX or APP?) don't have proper configs. The engine itself seemed to behave great -- though like lots of small craft in FAR, it seems wildly easy to achieve some weirdly high speeds. Well over 100m/s. Obviously the lack of stock's atmosphere "soup" contributes to that. I'm still learning nuances of FAR, and maybe I'll post my craft over there for some troubleshooting. I'd love to get plainly simple real-world craft like this to fly just as well as hyper-powered SSTO monstrosities.
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While figuring out why you were still seeing "Terrible" ratings for your craft (maybe an average, or least-sturdy part rating?) is a different thing -- Parts do improve each generation, but Engines also have an individual reliability that improves after testing (the tested indicator). At one point in this mod's development, it was something like a 50% chance to fail for a brand new engine the first time you start it up/stage it. Recovering and re-using that same engine reduces it to 25% (or something significantly lower), etc. This simulates the testing and tuning of a specific powerplant. Maybe severedsolo can offer some more insight.
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There may be something specifically glitchy with the mod, or possibly in how you're using it -- were you being sure to re-use your tested engines? Selecting it from the scrapyard inventory in the VAB/SPH? Otherwise it grabs a new engine, and you get the same high % of failure chance at first-run.
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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
Did a quick test with the new version -- it's looking great, but holy cow-- it eats frames for breakfast! I tried it in a game that has only Scatterer and MM installed. -
This is sounding really encouraging, @The White Guardian! Can't wait to see what you've come up with
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- beautify
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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
If a Nyan-mode spin-off for this mod ever gets developed, you'll be credited, for sure. -
[1.4.1] Mauws' Custom Paint Jobs (MCPJ) v0.1 - Colored Textures Pack
Beetlecat replied to Mause's topic in KSP1 Mod Releases
I'm about to find out! Not only is this a great set of colored parts for aircraft, it's a wonderful case study of how the whole part variant/theme stuff works. Kinda spectacular. Yup! Seems to still work great in 1.6.1. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Beetlecat replied to Ger_space's topic in KSP1 Mod Releases
is that a custom land config? For RSS? Those ridges are gorgeous Looks kinda like the real thing! -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Beetlecat replied to Galileo's topic in KSP1 Mod Releases
Yeah -- there's something definitely funny going on there. Looks at a distance like they're covered in slime.- 1,019 replies
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[1.7.x] MOARdVPlus - advanced IVAs for MAS (v1.0, 26 Jan 2019)
Beetlecat replied to MOARdV's topic in KSP1 Mod Releases
Holy stromboli, they're here! What a great time to being playing KSP. Are the IVA variants using the stock switcher, or is it splitting off two "different" pods? -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Right! There were a whole host of tweaks to MB, KCT, and game settings to adjust payouts, etc. I left that old saved game intact so I could port over the settings. I'll let you know if I run into any trouble/. have Qs. -- is the MonthlyBudgetDefault.cfg in /PluginData where to change/put this value? I tried adding BudgetInterval = 47.3 but the slider in game still shows where I left it (24 days...). Do MB's configuration values get written into the game's persistent file? -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
hah! I hadn't installed this yet to kick off my new career game -- so glad I didn't have to discover those headscratchers from 4.8 Thanks for keeping this one current. Now to remember what settings I altered to make my budget cycles last a minmonth... -
Is anyone else experiencing AP+ landing gear falling through the runway on launch? Retracting/redeploying the gear *does* allow the craft to hop back up on the wheels, but for some reason the initial launch of the vehicle pretends the gear isn't even there and the craft/plane just belly flops to the ground. Not sure if it was 1.6 or 1.6.1 where I first noticed this. Proper bug report/logs forthcoming.
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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
Really happy to see this! Thank you for taking this on. The sounds are terrific, and that "sliding across the pavement with a big, heavy, metal beast" feeling is perfectly created. If you are looking for initial feedback on the sparks: they seem overly voluminous/billowy, and also seem to have too little weight/velocity, if that makes sense. The previous animations behaved a bit more like sparklers with a shorter tail, and much quicker decay. Maybe even a little brighter/white at the onset? Again, so excited you're doing this, and will have a blast to keep crashing and testing things as you develop it! -
glad you can save the expense...
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Splendid! (I just hope the Kerbal squeak still works! )\ Also, if you want to include the OPM dust colors in the config, they're here: Also, also; Does anyone remember what mod was providing a tire "chirp" / "screech" (like upon touching down on the runway)?
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'Mk1 Cockpit' IVA Replacement by ASET[v1.1]
Beetlecat replied to alexustas's topic in KSP1 Mod Development
It's been a heck of a long time since the last update, but do check out Warbird Cockpits -- it adds a bunch to stock and modded cockpits in this (and some a bit better better) style: -
KSR Airports for Kerbinside Remastered
Beetlecat replied to AdmiralTigerclaw's topic in KSP1 Mod Development
This is great! Thanks for the feedback and info. I basically had an epiphany watching Alexustas's video (doing the quick nav demo with the ASET Mk1 cockpit) and it made me really excited to learn how it worked, and while I'm still sort of confused (especially at what makes one dial do one thing in one state, but not in another, etc. etc.) I have a feeling it's going to make IVA-only missions a blast going forward. -- I think I knew MAS was staying true to that by way of sophistication and cleverness. Being able to continue using those outstanding charts would be a wonderful thing. I'm currently enjoying @theonegalen's cockpits with the combination of ASET avionics and Pilot Assistant. I've been advised of Kramax's complications, and for some reason I keep using the name, even though I know it's not the go-to at the moment for this type of work I'd *sort* of like some landing assistance, but just getting better at lining myself up with proper navigation will be half of that particular battle. Hopefully I won't wind up going all RO or FSX... I have too many hobbies already. :I -
KSR Airports for Kerbinside Remastered
Beetlecat replied to AdmiralTigerclaw's topic in KSP1 Mod Development
Just getting around to trying KK/Remastered again, and am intrigued about the new KSR airports! Seems like a *lot* of them Any thoughts about integrating some of the ASET navigation components, particularly the set of awesome charts here: https://www.dropbox.com/s/mh2k85ryrtarqci/Kerbin_AEROCHARTS-25-nov-2017.pdf?dl=0 Maybe some of this stuff will be built into MAS as well as navutils/kramax/whatever, but it's a ton of fun to fiddle with the dials to find your way home -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Beetlecat replied to Damon's topic in KSP1 Mod Releases
Are you also adding all the treesy-bits at the KSC? A great way to force me to learn how to use the runway(s)- 403 replies
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- totm march 2020
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I could be wrong, but TU by itself is likely what you're looking for. Just don't install anyone's stock configs?