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Everything posted by Beetlecat
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I had a thought on the unloaded vessel thing: Could an unloaded vessel be periodically checked against its overall reliability rating and and flagged as having "an issue" if it fails that check? This doesn't do anything, but prompts you to hop back to the vessel where the actual failure is "rolled" and one or more issues can then be dealt with. More of a roll-playing prompt than an actual in-game emergency. Unloaded vessels are typically just sitting somewhere on the surface, or in orbit, or on long transfers, so those failures would probably be limited to electrical or life-support, etc. It would be fun/harrowing to be able to have that kind of Apollo 13-style part failure while busy elsewhere.
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Heck, I'd settle for the props/rotors to break/stop when they interact with the ground
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[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Ohh -- this means craft actually built & stored with KCT -- then dismantled before launching didn't get put back in inventory? I guess I never tried that as a hack, but I *did* create test gantries, etc. for engines so I could "launch" and run them to get past the initial failure curve. -
Loving the work and attention back on this Oh Scrap! I never knew how much I would enjoy part failure mods, but this one is pretty terrific in a career game + scrapyard. It creates a nice meta-layer of testing and troubleshooting.
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Love stuff like this! Especially coupled with things like sound muffler, etc. that alter the sound depending on camera position (outside vs iva) and conditions (far less engine roar in space! )
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That's a sexy looking parts pack! TY!
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[KSP 1.6.1] "Streamline" Engines, Fueltanks and RCS
Beetlecat replied to NESD's topic in KSP1 Mod Releases
I had to dig a little for it on the OP, but it's in this imgur album in the "1.1 Alternative Textures" section: https://imgur.com/a/iAwwf Each of those textures can now be a switchable alternate for each tank so you can have "plain" "stripe" or "icon" using the MM patch. Otherwise, I can make a quick craft and post a picture later on. -
Right -- just an unfortunate aspect of wanting to create a cockpit that doesn't have enclosing "doors." I'm glad it can be crewed directly from the SPH now. It does get me wondering what the lore/context is behind a "crew report." It makes sense that in a normal command seat, there's little more than some controls. An EVA report is essentially what a Kerbal could do. But the Meadowlark could have many more instruments and terminals, etc. on hand. I get that it doesn't work because it's just a mutated command seat, but it would be cool to allow it to take crew report experiments.
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[1.12.x] Filter Extensions (No localization)
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Right-- typos in stock are canon by default. -
[1.3.*-1.12.*] Pood's Skyboxes [v1.3.0] [17th Jan. 2019]
Beetlecat replied to Poodmund's topic in KSP1 Mod Releases
Seconding this, for sure -- plus it does some other amazing stuff with ... distant objects. -
New version with other-folder capability is great! Thank you muchly!
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Contract Pack: Sounding Rockets 1.4 - 3/17/18
Beetlecat replied to inigma's topic in KSP1 Mod Releases
I love playing with the SR pack -- but it's a shame to only keep them around for "learning" how to get to space. It would be great to tap into the random mission generation to continue to request weather survey data, or maybe to test new scientific/atmospheric instruments from time to time even once interplanetary landings are already up and running. Otherwise The parts just wind up unused and pruned after the contracts wrap up.- 62 replies
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Oh! Does this contain more settings to play with?
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Jeeze, dude. Settle down. LGG can be accused of a few things, I'm sure, but filling the forum with unnecessary posts is hardly one of them. [edit: adding additional here] Here's my not-at-all-sophisticated-or-thought-out config.cfg content: Looking at them again, I basically hid the components that caused the most darkening, fuzzing, or white blow-out (bloom) effects. The rest, I dialed down by a notch or two, but without any real clear guidance or plan. I *did* leave lots of stuff active for the Space Center view, since I assume it's from a camera mounted high atop a nearby radio antenna, and has a smeary, weather-protected enclosure.
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it'll be some hours, but I'll send you the configs I've been using. Basically I've switched off DOF (I *WANT* to see my craft when I zoom in...), toned down bloom, and lens dirt, and I may have even switched off the tone mapping. I guess what's left is that I'm using it for AA (instead of using the game's AA)
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Totally agree-- the "default" visuals for KS3P are with most everything "on" and "full" as a means of showing what the mod can do, not as a suggested set of configs. I back the effects almost down to minimum in my games, and it's much better, IMO. There's supposedly a means of toggling effects on/off in-game, but I've never gotten that to work. Otherwise for the moment it's only allowing for editing of the config files and re-launching the game to make changes.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
I almost feel bad pointing it out to make you dig back into the old pods, but still it's appreciated! -
There was also an MM patch offered above that -- a one-shot that covered all three crew pods. It's a shame to cover all that beautiful work Sam Hall did, though.
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Updating the individual part cfgs with the above tweaks worked -- trying the MM patch didn't. Maybe the syntax was a bit off? Cheers for sharing this! Yeah -- the parts are working fine, changing how the cockpit light glow is configured is now working, as is adding crew-on-launch for the heavy external seat in this pack. I'm gonna test the grid fins, mini jet, drop tanks, etc. tonight or tomorrow night.
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Oh, man -- the xmas 2016 update was amazing. Glad you caught that.
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Beetlecat replied to Climberfx's topic in KSP1 Mod Releases
Providing this won't explode when I load it up into 1.5.1 -- I'm adding some Omicron to my upcoming run of the game- 211 replies
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I may be having a dense moment, and I realize it's *literally* the name of the mod... But does using suit textures now remove the ability to use the stock ones? I seem to remember being able to keep using the "default" suits if another one isn't actively chosen. Maybe that changed with Squad's suit-switcher? Could I copy the suits back out of the Squad folder into TR to enable them as options again?