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Everything posted by Beetlecat
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Raptor's Craft Download Catalog - Tested & Proven
Beetlecat replied to Raptor9's topic in KSP1 The Spacecraft Exchange
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! -
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.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
Yeah, it's on a quarterly release schedule now. This'll make the wait for Kopernicus each time a bit more !FUN! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
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!- 5,225 replies
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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.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
*latest* version of KSP (v1.6) or v1.5.1? You stated both, so just wanted to confirm. -
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.
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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.
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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.
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If this turns int a set of Kerbal Konstructs buildings that replicate Dutch windmill designs, I will be really happy.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
It probably rhymes with "entitled gamers." -
[1.4.0 - 1.5.x] Audio Muffler Redux [v2.6.1] (2018 May, 7)
Beetlecat replied to Ser's topic in KSP1 Mod Releases
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. -
[1.4.0 - 1.5.x] Audio Muffler Redux [v2.6.1] (2018 May, 7)
Beetlecat replied to Ser's topic in KSP1 Mod Releases
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. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
Any indication that it *doesn't* work for 1.5*? Contracts would only need rebuilding/updating if some function of CC drastically changed.- 470 replies
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- contract configurator
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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...
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[1.12.x] PWB Fuel Balancer Restored & Resource Jettisoning
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh, now this is great! Especially useful for dealing with part failures and leaky tanks. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Beetlecat replied to Ger_space's topic in KSP1 Mod Releases
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 -
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!
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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.
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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?