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Everything posted by Beetlecat
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[1.12.x] Freight Transport Technologies [v0.6.0]
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
Thanks for sharing this -- if the mod takes a little while more to update, I'll do this trick -
Love these new parts! The Sojourner rover body is most certainly shiny-gold (reflecting as green, or bad color balance in the photo). The Spirit/Opportunity bodies were(are) as well. Definitely looking to combine these with DMagic/Probes Plus parts. The more, the merrier!
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[1.8.x, 1.9.x] NEBULA space engineering - Decals Continued
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Nice additions! Thank you for sharing. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
Damn. I'm gonna be out of town on the 29th. It'd be real nice if this was all settled and done by July 5. kthankxbai! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
(bonus musical quotation for a space game...) -
Non-steam workshop? You mean CKAN/SpaceDock/Curse?
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Well, that's rather clever! And thank you for the hint about the spaces. I had led myself down a bad rabbit hole by trying to troubleshoot BitFiddler's conversion, rather than starting from scratch.
- 738 replies
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- resources
- fuel tanks
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There's a beta GAP? [edit] Oh, *that* beta. And an interesting way to remind myself as I started a new career/build of KSP, and forgot to apply this update. I was getting the Jeb's Barn missions again, and couldn't remember what the "fix" was.
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- contract configurator
- contract pack
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HA! Okay -- we'll get this working, yet. I migrated this troubleshooting over into my test install (far fewer mods, etc.) and now I can't get the CC to show up on my SXT wings at all (even bugged). I'll try to start from scratch when I get a chance. [edit] -- first bit is working! Hooray! Next order of business to get the stock wings/etc. lightly fueled: is this an improper way to try to select multiple parts at once? @PART[sweptWing2, wingConnector, wingConnector2, airlinerTailFin, sweptWing]:HAS[!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleB9PartSwitch]]:NEEDS[!modularFuelTanks&!RealFuels] @PART[sweptWing2, wingConnector, wingConnector2, airlinerTailFin, sweptWing]:HAS[!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleB9PartSwitch]]:NEEDS[!modularFuelTanks&!RealFuels] I got it working with just sweptWing, but adding just one more causes the MM error. -- Another [edit] so you can all join me on this journey; Looks like the patches don't like to do math, and this: Volume = 85 * 0.006173 Needs to instead be this: Volume = 0.524705 //85 * 0.006173 (Comment left in to show the end result volume) Now I just need to work through the stock list from FuelWings and re-apply those volumes to (optional) wing tanks. I'll post the results when I'm done.
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Intake orientation does make a difference in general, particularly for jet engines. A good guess that's happening, unless "reverse" is a less powerful mode
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- helicopter
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Excellent -- I was copying from a combination of bit fiddler's code block, and your provided stock patches (for the module exclusions, etc.). Would both the Name and Volume require capitalization? That would render the entire Stock wings patch code that was shared in error since both attributes are lower case throughout. I'll do the fixes and see what comes of it!
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@PART[SXTWingSmall]:HAS[!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleB9PartSwitch]]:NEEDS[!modularFuelTanks&!RealFuels] { !RESOURCE[LiquidFuel] { } MODULE { name = ModuleTankManager volume = 0.06173 //10.000000 units of LiquidFuel: conversion rate is 0.006173 m3/u DoCostPatch = True DoMassPatch = True IncludeTankTypes = LiquidChemicals TANK { TankType = LiquidChemicals CurrentResource = LiquidFuel InitialAmount = 1.0 Volume = 100.0 } } } @PART[SXTWingSmallHalf]::HAS[!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleB9PartSwitch]]:NEEDS[!modularFuelTanks&!RealFuels] { !RESOURCE[LiquidFuel] { } MODULE { name = ModuleTankManager volume = 0.030865 //5.000000 units of LiquidFuel: conversion rate is 0.006173 m3/u DoCostPatch = True DoMassPatch = True IncludeTankTypes = LiquidChemicals TANK { TankType = LiquidChemicals CurrentResource = LiquidFuel InitialAmount = 1.0 Volume = 100.0 } } } //warning: volume limit is less than the total volume of preconfigured tanks: -1 -0 = -1 I'm trying to add CC tank-ability to the two wing parts in Stock Extension (SXTWingSmall & SXTWingSmallHalf) using the code structure from the CC Squad patch for the airliner wing, and the values from the FuelWings config. The error at the bottom is what I'm seeing in the console. Are these tanks "too small" to work as CC tanks? [Edit: the board seemed to eat the first part of my post/question, so I'll add it back here:] I'm looking to expand CC-enabled tanks to some wings and other structural components, and Would the earlier method by @Bit Fiddler to drop an MM config for wings, etc. still work with some tweaks? I get some (3) MM errors on load, but I'm not sure where to start fixing. Thanks for any help!
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Any bets on how much love these parts will need for 1.4+ ? About to try this weekend
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
Appears that way. The original author came back, and basically picked up where *they* left off, rather than joining the "new" TR. -
This may be more of an Invision functionality than a KSP implementation one, but I'm trying to streamline my forum catch-up times, and trying to use a custom activity stream to show only unread topics in forums I follow. It works great until it doesn't: Old, previously read topics are constantly re-appearing in the stream, even though I have selected "unread." I can re-visit all of the all of the old threads, and it seems to catch up/remember that I've seen them, then eventually the first page of topics will all be old, *already-read* threads again. Is this a cache/cookie-ish kind of thing? I'm not blocking the forum in any way I know of, and every other read status works fine in the normal forum views. Anyone else successfully use the activity streams to view unread topics like that?
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Looks good! I'm just beginning a new career game, and this may come in useful when mod troubleshooting, etc.
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[KSP 1.4.1] Node Alert 1.2.0 - Never forget your maneuver again
Beetlecat replied to NepalRAWR's topic in KSP1 Mod Releases
Missed seeing this mod for my recent playthroughs... Will try it with BBT! I somehow still miss my burn starts. Maybe this sound cue will aid in that -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
There's a newer-ish bit of development on the original Texture Replacer, which may have bumped back some of the issues with Indicator Lights. I've switched to using Texture Replacer Replaced, and have zero issues with it and IL (even the BL-01s). It's hard to say where the TR "versions" will land vis-à-vis one another, but I just wanted the multi-suit packs -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
Beetlecat replied to kujuman's topic in KSP1 Mod Releases
in case you hadn't yet seen/searched: -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Beetlecat replied to stupid_chris's topic in KSP1 Mod Releases
it seems to always come from the center of where the part is attached. If it's a radial part, it's going to have the part "hang" from that point unless you attach multiple chutes. The stack chute (cone) is from the center IIRC. -
Once KSR gets populated with airfields, launchpads, and other facilities, I'd love to pitch in on this as well. KS has always created a wonderful sense of exploration and sandbox fun on Kerbin itself. To heck with all those planets.