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Everything posted by Beetlecat
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Whoa! I'm not sure what happened, but my Kerbal just walked straight *through* the sideways-facing gear on APP Aeris 2 craft. Totally trippy. Is there something up with gear colliders? I'll come back with an actual bug report/notice in a bit. EDIT: Never mind for the moment -- It looks like the regular stock gear are doing it, too. This stuff is silly, sometimes.
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I hadn't used the steam craft download thing yet, and its.... interesting. It looks like once you load/subscribe a craft it parks it over in the steam library's workshop downloads folder, rather than the usual saved game location. I assume once you make some tweaks or edits and re-save, it'd put it in the normal saved game location and available to KerbalX/Craft Manager.
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Nah, just tied to KerbalX -- which is pretty much *better* than Steam Workshop for a lot of reasons, but craft manager *does* enable you to "manage" your local craft just fine. You can even tag and upload them to KerbalX if you like.
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[KSP 1.6.1] "Streamline" Engines, Fueltanks and RCS
Beetlecat replied to NESD's topic in KSP1 Mod Releases
While eagerly awaiting the 1.5.1 version sync with Kopernicus, and for NESD to finish the new bits, I threw this together to use the in-game texture switcher to swap between the plain, color stripe, and symbol textures on the Streamline fuel tanks: @PART[nesdmk1lf050,nesdmk1lf50,nesdmk1lf100,nesdmk1lf200,nesdmk1lf400,nesdmk1lf800,nesdmk1mp125,nesdmk1oxi050,nesdmk1oxi50,nesdmk1oxi100,nesdmk1oxi200,nesdmk1oxi400,nesdmk1oxi800]:NEEDS[StreamlineEnginesTanks] { MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = Plain baseThemeName = Plain VARIANT { name = ColorStripe displayName = Color Stripe themeName = ColorStripe primaryColor = #3f69ae secondaryColor = #a94d4f TEXTURE { mainTextureURL = StreamlineEnginesTanks/Parts/Ox-LF_Tanks/LF-Ox-Color } } VARIANT { name = Symbols displayName = Symbols themeName = Symbols primaryColor = #cccccc secondaryColor = #cccccc TEXTURE { mainTextureURL = StreamlineEnginesTanks/Parts/Ox-LF_Tanks/LF-Ox-Signs } } } } Note: This is a pretty rudimentary patch file, and I may be omitting some MM best practices. Also, you need to extract the other DDS files from the "Extras" folder, and rename them "*-Color.dds" and "*-Signs.dds" so all three textures are together in the same folder. -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
Beetlecat replied to pizzaoverhead's topic in KSP1 Mod Releases
CKAN seems to be pointing here: https://github.com/pizzaoverhead/WheelSounds Which is the "current" version. I think the 1.5 was added to the topic title since it does seem to work fine in 1.5*. It's only tagged to work with 1.2, so your eyes aren't deceiving you. -
[KSP 1.6.1] "Streamline" Engines, Fueltanks and RCS
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Looks like these are working okay in 1.5/1.5.1! I wonder how it would be to hook up the alternative textures into the stock swapper? -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
Could this be a terrain detail issue?- 502 replies
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Sorry Snark! Mea culpa. My only follow-on thought from getting clarity on the "bug" was whether or not you'd consider it something you'd prefer to override with BBT again. Otherwise, you're totally right -- not *your* issue. If it turns out this is WAD on Squad's part, then yeah, I'll add my voice to the chorus of "bring it back!" I *do* wonder about the possibility of bringing back the dots, though. I find I much preferred them to a literal timer ticking down. Something about them being more of a visual abstraction among all the other values and formulas, etc. Even though I know there are numbers driving them. And this interesting wrinkle is interesting.
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So, to clarify the issue described, the stock burn time is essentially showing the total available burn time in the craft (the same figure Kerbal Engineer is displaying above in that screenshot), rather than what's going to be needed for the upcoming burn? The burn indicator bar (with the staging segment) does seem correct, since it's showing 1532m/s (total) which requires a stage after burning the 1197m/s available in the current stage.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Beetlecat replied to JPLRepo's topic in KSP1 Mod Releases
I managed to dump the new save values into an existing game recently by comparing the save file contents. The planets were then "hidden" as expected. Not sure if it wouldn't break anything else down the line, though :I -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
Yeah, it's pulling me away from TR/TRR in favor just simpler skybox or suit replacements. I *do* like being able to take the helmet off my Kerbals from time to time, though. (I know this is off-topic, but I have to share in the utter bafflement at that particular situation. Not to mention Sigma replacements, etc. ) -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
Oh, good lord. :I I don't envy you this frustration -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Ha! Cheers for the 1.5 update. The second bullet seems like it may be a short-lived "fix" -- but appreciate the consideration, just the same -
I was going to say something similarly snarky --- lest Snark-Actual comes in and regulates instead. Just follow the thread and see if anyone offers some updates or fixes. The "You" in this forum has said the titular Farewell.
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Well, this is clever. The stock externalCommandSeat.cfg now has a single new line in the PART declaration: CrewCapacity = 1 Added that to the MK1 Open and it worked like a charm. Now all we need is a series of MM patches for other seats. Currently active mods can just add it, but older stuff like the Kerbonov heavy seat will likely need a custom patch. Any notion that TCC would "devolve" into this supporting role, or just sunset as a mod altogether?
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Okay -- insta-test with @NESD's Mk1 Open Cockpit: KSP 1.5 does *not* recognize it as a command seat/fill with pilots in the VAB/SPH. Could Take Command Continued still serve as a "recognize this part as a command seat" set of configs for MM for lots of seats like the MK1 Open, Kerbonov, USI Explorer, SXT, etc.?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
It is designed/coded to *not* load into a game that's any version different than what it was released for. When we load old savedgames we're essentially loading them *without* the mod installed, and it'll choke the old saves.