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Beetlecat

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Everything posted by Beetlecat

  1. Pretty encouraging reading the last few comments here! I appreciate a lot of the decisions that UBM makes/made about where to put stuff in the tree, and it's often a balance between logical sense of technology levels and unlocking gear progressively to achieve more effective and efficient designs. Sometimes I like the restrictions of only getting a couple wing bits at a time to force creative frankenstein designs early career, sometimes it feels totally arbitrary. I'm looking forward to see what comes of this.
  2. The footprints work like a charm, though now the tread has changed with the new Kerbal suits... Ooops! just a couple posts above mine...
  3. This is a good question. Does KRASH contribute to GT profile data for each iteration? A bit of self-starting question-answering: Yup! KRASH totally works for building up GT simulation data. Role-Play revert all you like, people! I'm also echoing @tg626's question -- they always seem to jettison *slightly* too early, and I worry they're going to damage something/cause extra drag from their contents suddenly being exposed.
  4. Sorry you decided to drop the Squad logo, but I get it. Thanks for the update! FYI, there's no "Suits" folder in your zip.
  5. Still having a blast as is my friend Temeriki above; using the same combo of GPP_Secondary + OPM. Is there a particular setting of DOE that needs to be tweaked to allow GPP bodies to have flares? Stock/OPM bodies are showing up fine. It's not a distance thing, since I cheated to Nero, and all the Kerbin neighborhood bodies are still showing up. I'm able to mouse over the region where GPP bodies are, and the name pops up with the right color as declared in the DOE config but no dot/flare.
  6. These are rather spiffy! https://spacedock.info/mod/1988/Klassic colored suits for KSP 1.5 Thanks for sharing, @CraterJumper!
  7. The X-7 was an extremely wild ride, and a whole lot of fun to try and keep from smashing upon return to the surface. Short of building an entire launch/carrier craft, adding the drop tanks was a great idea, and didn't feel like it impeded the craft much at all. Watching First Man made me want to fly it over and over again. The consistent high quality and subtle creativity in your designs keep me subscribed to everything on KerbalX. Thanks for sharing!
  8. I don't ever *not* love this stuff. Thanks @Cupcake...!!
  9. Hey Snark, Dropped an Issue on the github re: Mk-1 Inline. Tack!
  10. It makes total sense as to why it's appearing that way--but would it make a logical, navigational sense to orient to solar north? It just seems a strange artifact of this cool new effect for the time being.
  11. What a cool mod, and I'm thrilled to see this appear! The above does puzzle me a little, though. Maybe I have some un-learning to do, but wouldn't a "90 degree" orbit still be considered around the planet's axis of rotation? (Or would a 90 degree orbit of Uranus be a polar orbit? ) If this is an issue to work through, maybe padding the orbit's reported value to properly reflect what's happening in-game?
  12. I'm assuming GPP Secondary wipes all the KK sites on Gael? Any chance of leaving them there but undiscovered/locked? Oh, BTW, I'm finally getting around to installing GPP, and I'm floored. It's amazing! I played with it in standard mode + OPM, then switched over to secondary. I'm honestly torn. Maybe I'll just have to do both.
  13. I'll have to refresh my memory, but I think it's when you begin leveling up your Kerbals, or at the very least having them present for milestones (orbits, flights, etc.).
  14. There's nothing particularly unique about APP install, just make sure everything in the archive package lands in the right place. As others are saying, make sure you don't have nested GameData folders. You should have AirplanePlus, Firespitter, and ModuleManger.3.0.7.dll in your GameData folder (and yes, you can delete the ModuleManager.3.0.7.dll if you already have the newer one).
  15. Low tech -- you ain't kidding! Must be a heck of job to keep that thing pressurized.
  16. This mod always gets some love! thanks for keeping it up to date!
  17. Cheers and thanks! If you're familiar with the Dwarf Fortress community, there's a running gag that every time the community launcher/utilities pack catches up with the latest version of the (not frequently updated) game, the dev drops a new update that breaks everything.
  18. I don't post many shots, but I'll find one of my craft that uses this + Streamline to create some fun little rocket sleds. Oh -- and there's a wildly easy method to enable the crew-on-launch feature of the cockpit to match the stock external seat. Just add "CrewCapacity=1" to the PART part of the config file. @NESD We're all so very excited for this new stuff!
  19. Are you saying CKAN won't let you, or isn't showing it as available? You can change what CKAN will allow in "Compatible KSP Versions" settings. I usually keep it open for quite a few versions back, since many parts, etc. don't need updating to work fine.
  20. That was where the old KerbinSide GAP mod came in -- it basically extended GAP to the newly added kerbinside bases and ports. Some were hard-coded missions, and others were generated based on what bases were open, etc. I'm not at all sure the condition of *that* mod.
  21. These are so great! CKAN seems to have an old version with just the razorback mk1 inline. I didn't realize there was so much more.
  22. That topic thread seems rather short on details, but this also doesn't seem to have any reflection on FF itself.
  23. You can switch on the "extended mode" in settings that will allow you to set the time-to-burn countdown to the desired percentage of total burn time, not just half.
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