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Everything posted by Beetlecat
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That's an in interesting find. It would be nice to have additional power options, the current fuel cell components are chunky. Charge storage (battery) winds up being pretty limited, too. I often mix and match with the SXT vehicle components to get the battery storage features.
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Ah. I think this was getting me, too. It kept reinstalling the bad part. Bad mechanic! Bad!
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[1.9.x] Structural Tubing Restructured
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
That's really cool. Is that a smart-part for the parachute deploy timer? Thank you for the KIS hint -- that makes creating these types of structures with the *intent* of disassembling them make total sense. -
Is it possible to "easily" create new spawns in the regular KSC area just using the in-game KK editor? I'd love to create one just outside the SPH, to taxi over to the runway before takeoff. I'd also love an admin parking lot one for vehicle missions, etc. I tried plopping down a runway piece, and selecting "launch site" didn't seem to do anything. I'm obviously missing some major aspect of this. :)
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
You could probably hack *out* the configs for every other part than the fuel cells. I haven't looked yet, but if it's individual files, easy enough, otherwise, just find the main config file and comment out all other parts. -
[1.12.x] Near Future Technologies (September 6)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
That thing is ridiculous. I love it! Do I see the structural tubing mod, too? Brilliant little mini craft. -
Oddly enough, it has been sporadically *working* for me in 1.4.3, along with Kerbal Construction Time, which it wasn't supposed to be compatible with. Some other combination of updates or shenanigans has caused kerbals to spawn missing (but do get recovered). I'll make a point of grabbing a log right after launching a craft with control seat only and linking it if it's helpful.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo have you ever considered a monthly statement popup or GUI screen to browse current expenses, etc.? I've been playing a lot of xcom / battletech lately, and the little summaries add so much flavor -- not to mention a great way to provide a snapshot of your current space program activities. -
That's where I'd love to find some way of blending the functions of this mod with Dang It! and even Kerbal Krash System (if it ever returns) -- ways to provide weighted/random, systemic, and user-induced part failures that can be fixed or replaced. "perform maintenance" can reduce the failure chance (or reset a MTBF counter...) etc.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
It's KSP's missing economy model, for sure. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Hey -- now this is cool! I was worried I would start making *too much* money after my first month's budget #s came in. I see you've given us more to spend it on... -
Being able to Select/highlight multiple tags and accumulate/narrow down the filter results provides all the hierarchy functionality that we need; Duna>Lander>3-person etc. etc. This will be perfect. I wanted to drop another line here and state more thanks for the favorites/download queue functionality. I often browse KerbalX / reddit etc. in off times, and seeing a cool craft at my lunch hour and tag it for download *whenever* i'm able to get back to the game is an amazing time saver, and even really fun to use. Thanks again!
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Ooo! interesting. This reminds me of the thing I "fixed" a few messages up about the fuzzy images. Are you using any special visual replacers (texture replacer, etc.) or have your texture settings changed in the game setup? I was using Texture Replacer Replaced, and it *was* compressing the textures (and making them unreadable). I hand converted the textures that were getting squished to DDS, which fixed that problem. For you it seems to be just giving up entirely.
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I'm more or less at a loss -- since that's the correct data dir structure. x64 is fine. Are you running any combination of toolbar + toolbar controller? It may be hiding the NanoGauges button. That being said, their default state is *on*, so they should be appearing no matter what.
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It's working totally great in 143 for me -- is it just absent, or is there a visual issue?
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Already using both The "issue" arises when using KCT's recovery tool, rather than the main KSP Recover button. The craft is recovered back to the hangar, and is immediately available for the next mission. If there was a part failure, or any other need to swap out a component, the "build" time to do that does kick in, but if there's nothing to change, the craft is just ready to go.
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Idea light rain: Is there a means of enforcing a "refurbishing" time for a craft itself, to enforce having multiple instances (of a service tug, SSTO, etc.) or a fleet of active craft? Maybe a secondary tick-down after recovery, during which a craft could also be edited/modified. Maybe based on overall BV, similar to how the rollout/recondition timers work. Currently, craft are ready to go after recovery, and refueling is pretty much instant. I'd like to give some craft a "rest day" (also using Crew R&R, so this works great), but obviously, simpler craft like cars or small planes wouldn't need regular down time, but only occasional maintenance.
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[1.2.2 / 1.3] Career Evolution Contract Pack
Beetlecat replied to pap1723's topic in KSP1 Mod Releases
Maybe the craft with an active crew member in orbit is what is being considered a "Station" -- so as soon as you locked up and took the kerbals home, it no longer fulfilled that requirement to the game/contract? -
[1.4.1] Mauws' Custom Paint Jobs (MCPJ) v0.1 - Colored Textures Pack
Beetlecat replied to Mause's topic in KSP1 Mod Releases
Use a separate (additional) decal part. ID Flags & Decals is a great compilation / combo use: https://www.curseforge.com/kerbal/ksp-mods/id-flags-and-decals -
There's no difference in how it works, or reason not to run it in 1.4.3 Enjoy!
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It's been a back-burner thing for me for weeks (months?) to take a stab at this for the KN-2 cockpit(s), Stock Extension would be great as well. Just adding the simple bar, dot, or square indicators for crew would be plenty to attempt at the moment. I'll assume to need blender and/or unity to help with placement?