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Everything posted by Beetlecat
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Beetlecat replied to Waz's topic in KSP1 Mod Releases
Granted, that looks pretty awesome. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
Otherwise it would say 1.6.1-1 + Backports... -
I don't recall anything dramatic/traumatic -- usually just part or performance failures. The Boom could be an overheat, or fuel line leak, but it often just takes out the engine component. For anything more grand to simulate a chain reaction type failure -- Kerbal Launch Failure Revived might be what you're looking for. It seems to just use a set percentage chance of complete failure on launch, so nothing that can be safeguarded, etc. Just adds !FUN!!!
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Beetlecat replied to Nertea's topic in KSP1 Mod Development
Great gosh a'mighty! I love stumbling into this thread from time to time and leaving it with dreamy feelings of good stuff to come! -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Beetlecat replied to DMagic's topic in KSP1 Mod Releases
<whispers> THIS IS BRILIANT! (((((while I appreciate the great work that was done with the mission builder and the cool missions and scenarios that can be crafted, the fact that it interfaces not-at-all with the normal game renders it nearly useless to me [why the heck did they build that????]))))) </whispers> -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh, nice. If for nothing else, it'll let me see when I've accidentally retained monoprop or oxidizer in an otherwise atmosphere-only plane. Great execution/enhancement! -
Finally trying FAR out during a rebuild of 1.6 and holy cow -- it's a different experience. This was happening to a favorite craft of Raptor9's (the "skyhawk") until I realized it was an old version built in 1.1. Loading up the newer one worked fine, if not for the craft performance. FAR is pretty unforgiving. I'll need to relearn nearly everything!
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- aerodynamics
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[1.12.x] Trim Indicator [v1.12.0.0 — 2021-06-27]
Beetlecat replied to Teilnehmer's topic in KSP1 Mod Releases
It used to be part of Nano Gauges, IIRC. It broke a few (many) versions ago due to some KSP UI alterations, or more likely a jump in Unity versions. I loved those little markers. I'm beginning to appreciate the numbers now, though -- it lets me re-zero a given axis w/o having to wipe all trim entirely. Any concept of possibly having both (or make numbers visible with a toggle?) I'd prefer it to linearly represent the exact amount of control input/deflection. 50% trim should be half-way up the gauge. -
[1.6+, 1.5+] USI Kolonization Class Suits Redux
Beetlecat replied to overkill13's topic in KSP1 Mod Releases
It typically works fine -- no idea why it was selectively failing on those files. Nothing to really "fix" at this point, but maybe there are some fun file attribute shenanigans?- 18 replies
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[1.6+, 1.5+] USI Kolonization Class Suits Redux
Beetlecat replied to overkill13's topic in KSP1 Mod Releases
The error @HawkEngineer was referring to was during the file open/unzipping process. This was happening to me as well, but I switched to opening the file with 7zip and it worked fine. The default windows ZIP handler would give those errors on a bunch of the KerbalMainGrey.png files as well as a couple of the white ones. Try to manually open the zip with 7zip or winrar if you have one of those and see if you are still unable to get those files out.- 18 replies
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Beetlecat replied to _Zee's topic in KSP1 Mod Releases
Heh! CTT patches that people have made for Missing/Making history, etc. to plug into UBM might just work perfectly well with PBC. Sounding rockets is another one that I'd love to see as well. I'll see how some patches I've been using may work with you design and send them your way. As you can see, there's certainly a bunch of interest in a well built/curated/maintained Unmanned-first tree. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
And--for the sake of gameplay "mulligans"--if an individual contract has an obvious bug like that, I'll just ignore/dismiss it, or achieve what *would* be the success state, then cheat-achieve the contract via alt-f12. Of course, the ideal is to fix the integration, but it's a shame to loose all the other awesome, perfectly valid contracts this pack generates by switching it off altogether.- 470 replies
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- contract configurator
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You can switch off stock contracts in the settings, unless I'm mis-remembering... or that is reliant on another mod...
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- contract configurator
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Beetlecat replied to AndyMt's topic in KSP1 Mod Releases
Wait -- what? -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Beetlecat replied to EnzoMeertens's topic in KSP1 Mod Releases
Not OP, but none that I know of. Even the failure ones that matched the concept of needing engineers to fix them, etc., simply flash the part red instead of deforming or causing smoke, etc.- 735 replies
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To make cool sputnik replicas / round-headed probes. They just look cool. My personal practice is to rely on Sounding Rockets core until I can make orbit, switch for Stayputnik for the first orbital probe or two, then proceed up the tree to the better stuff. Whether or not I wait to "unlock" the stayputnik, or just not use it until I use the other depends on how interested I am in making MM patches for the tree for that particular game.