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Beetlecat

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Everything posted by Beetlecat

  1. The wrinkles aren't useful for flags on craft I think the game adds them for the ones draped in the VAB/SPH, so the flat images are a preferred starting point. This is a lovely set of flags. Thank you @Trekky0623!
  2. That's Module Manager. Cat-named or avatar-ed people aren't always responsible for cat-like behavior in mods, but I can see where that would be assumed.
  3. Quite so. With the advent of the massive KerbalX (the site) archive, and the amazing stuff I find there, moving any/all of them *into* my saved games is absurd. I've taken to creating a separate stash to serve as a "stock" library not only for my own, but also downloaded craft (yours, included @XLjedi), that I simply overwrite with any updates on KerbalX. In career games, I like keeping the "current" save only populated with the actual craft I've built/flown, using the stock folders or other saves as a sort of blueprint database. Are tags stored per-save, or somehow tied to the craft themselves? I.e. do we need to set up tagging in every new game, or could they conceivably come pre-tagged from KerbalX? Being able to set up/load from (and save back to?) a defined custom directory (in my case, a google drive folder) would be a complete win. Add in features of craft history and this would be the Killer App.
  4. No worries at all-- this problem with wheels on vehicles is pretty common on these kinds of mods, and I think everyone puts them on upside down at first since that's often how the editor "grabs" them to place them on the craft.
  5. Another approach to that could be an on/off/auto(crew lights managed) switch for lights in general, but crew cabin lights particularly?
  6. Fantastic. Thank you for maintaining this-- and keeping the lights on for us!
  7. They're probably installed "upside down" -- KSP wheels only affect/interact with the ground on the "bottom", even though there's a big, round wheel. Look in the editor for how the suspension is situated, and make sure the part that hooks onto the chassis is higher/in the "up" position. Ideally, @blackheart612 can add a visual "this end up" graphic for the editor view.
  8. The new(er) versions of KK enable me to hop from site to site more readily, so I'll do some more deliberate testing w and w/o visual mods to see if some aspect of my own rig or combination of mods is causing this.
  9. And... now SpaceTiger has returned and Craft History is back! Would KSP Craft Organizer be able to read & utilize sub-folders/subdirs that Craft History Creates? I seriously like the multi-tagging organization this mod provides, but the version history is a godsend for complicated builds. I guess just *don't * create subfolders, and all will be fine.
  10. You know -- I may have just gotten used to the "other two" since this one had drifted out of current. I'll revisit that test/trial again to see that desired craft workflow is doable with just CraftHistory
  11. Always important not to forget this! As for the patches/decals, something like this would be great -- to literally tag craft for specific contract missions: @Vexillar made an awesome compilation pack for the two big decal mods: https://spacedock.info/mod/1591/ID Flags and Decals
  12. https://github.com/Kopernicus/KopernicusExamples This contains a bunch of stuff that could point you in the right direction. I just happened to be browsing around here and saw it.
  13. Slick! I was wondering what type of numbering scheme I would settle on, but this is pretty well thought out. Thank you for sharing!
  14. Totally forgot about these parts. Looking forward to it -- now that I have enough ram to use part packs in earnest. Also voting "B."
  15. Totally going to try this out in my next run. Time to grind that Rep!
  16. No worries! I've started a new career again (with a different tech tree) so there's plenty of time to break in new parts.
  17. I'll take a peek at doing that -- I was going to see if I can train myself at contract management to try and restore some functions of KerbinSide GAP once the Remastered KS is up and running.
  18. Some basic "transfer" flights to and from bases is great - Kerbin Side Jobs and Kerbin Side GAP added to that idea for all open bases on the planet (as soon as you opened each one) -- it was quite a thing!
  19. That's probably the "dirt" visual effect? You can drop it down to low levels or turn it off entirely in the config. Each display setting (flight, editor, space center, IVA, etc.) has its own configuration.
  20. Nice! These look really good! Rather than putting them in the Squad folder, these can be placed in any \flags folder and they'll show up just fine.
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