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Beetlecat

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Everything posted by Beetlecat

  1. At first I didn't *quite* understand what this was doing -- other than being a really narrow-focused component of an autopilot -- but after reading the description i gets it! Awesome
  2. Spectacular Xmas gift of all the 1.6-updated craft! Thank you @Raptor9! Your devotion to fleet maintenance is nothing short of outstanding. In 20 years when I think back on this game (unless it's still being played/updated.!?!?) One of the aspects I'll appreciate most is your comprehensive library of craft and planes. It's been a treat watching them grow in number and sophistication over the many iterations and KSP updates. Thanks again for sharing your work with us!
  3. Oh, nice -- I rather like this idea. A bit of a way of "automating" the expenditure of time a little bit. I do enjoy setting up test flights and coordinating that in the longer-term goals, but it'd be cool to have a team of kerbals take over that for me in the background after a while.
  4. Yeah, it's on a quarterly release schedule now. This'll make the wait for Kopernicus each time a bit more !FUN!
  5. is 1.27 for sure not ksp1.5.1-friendly? It's marked as such in the version file, but I didn't know if that was 100% intentional. Danke!
  6. The EVA names (plus the trait/role tag) is a charming feature, thank you!
  7. KSP has moved into the realm of how I update my computer OS, or get a new phone anymore -- *no way* do I run out and get the latest; I wait for everyone else to suffer the initial bugs and woes. ---This is largely due to the fact that Kopernicus rarely releases right when a new KSP version does, and I have a hard time *not* playing with OPM installed.
  8. *latest* version of KSP (v1.6) or v1.5.1? You stated both, so just wanted to confirm.
  9. The radio/navigation controls look so compelling -- I just have no idea what I'm seeing there --yet I don't envy you the task of having to navigate *other* modder's idiosyncrasies, but it sounds like you have some pretty great things in mind. Terrific to hear! No internet at your home? Sounds like a possible paradise of potentially-fewer-distractions.
  10. I know many controls are available based on installed mods (Flaps/spoilers requiring FAR, right?) but I don't recognize this cluster: Is this reliant on one of the autopilot mods? I have Kramax installed, but it doesn't seem to react to this. [edit] Whoops! I had the wrong one -- Pilot Assistant, it is. I may wind up keeping both for the automated flight plans that Kramax uses. Also -- it looks like the "Brake Force" dial in the mk1 inline cockpit is suffering from flickery z-fighting. All other dials and markers seem fine.
  11. Really looking forward to the part variant support. This may even work to "upgrade" cockpits when using craft long term in KCT --though maybe that doesn't make sense in an engineering sense.
  12. If this turns int a set of Kerbal Konstructs buildings that replicate Dutch windmill designs, I will be really happy.
  13. Only the first, as it reverts at the end of the test flight, and I believe the failures may be turned off during these test flights. Actual increments of reliability will have to be done with *real* flights.
  14. Fair enough, but I'm in no position to argue anecdotes since I've experienced slowdowns and no-slowdowns, both with varying versions and mod-loads.
  15. Read a couple posts above. Ser posted a request to see if a separate mod in combination with AMR might be contributing to this slowdown. I've experienced both things (slowdown and no slowdown) over the last few game versions/installations. It's more than likely not *just* this mod.
  16. Any indication that it *doesn't* work for 1.5*? Contracts would only need rebuilding/updating if some function of CC drastically changed.
  17. This would essentially be the "other end" of the bathtub curve, and force us to retire vessels & components after a while. Would a new indicator for number of hours/age be introduced for the scrapyard ui? This ups the complexity for craft building (do I go with an "old, reliable" engine for this next mission? It's cheap, but it may fail after X hours...). Maybe after enough time goes by an "is old" flag gets set, which affects the reliability and pushes it toward failure the next time the chance roll happens...
  18. Oh, now this is great! Especially useful for dealing with part failures and leaky tanks.
  19. I think in this case, you have to have your kerbal exit the craft. This confused me forever until that was pointed out. Apologies if you have already tried that !:D
  20. I was about to chide you for bugging nightingale about updating this mod... Thank *YOU* for your attention. I think CC updating may be one of the last components needed for a new career go at KSP!
  21. Probably random things placed with Kerbal Konstructs/ Kerbinside, or even KSC++
  22. XD --- well, I'll humbly request it's at least re-introduced for engines. Otherwise, the test rigs are now going to consist of wheeled or clamped vehicles that release for a moment to achieve that coveted 1 m/s before recovery.
  23. Okay--now i'm beginning to doubt my sanity/memory, does this not allow testing engines on the pad? Will they not get their failure check, or tested flag set if just launched on a static mount?
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