-
Posts
2,517 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Beetlecat
-
Lots of fiddling with the new Kopernicus, and my stack of visual mods this morning (to figure out why I suddenly lost ~25fps...) and I finally noticed the "missing night sky" issue; I fired up a stock game (WIN x64, no special DX string [DX9?]) with scatterer-only, and confirm that it goes away when disabling the ocean refraction. It also goes away if you zoom out far enough from the active craft. Same thing happens in Space Center view (with refraction on) -- zooming *in* will make the sky disappear. Maybe this has more to do with the camera/viewpoint "altitude," since zooming out along the ground didn't affect it, but zooming out far enough basically puts you up into the atmosphere/space where the regular transition to skybox happens. A real shame about those hard cuts from night->dawn dusk->night, though. Have they honestly always been like that? Maybe the sky hasn't been pretty enough to stare at until mods came along.
-
[1.8.x] CraftHistory - 2.2.1 - 18.10.2019
Beetlecat replied to SpaceTiger's topic in KSP1 Mod Releases
Ha! Welcome "back" to you! I'm wondering if I'll have THREE craft management tools loaded now. They each do something different. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
Yeah -- SVT + Eve + Scatterer is the main graphical setup. My current game got wildly cluttered anyway, so I think it may be a good point to reset. I'll try some of the cache clearing first. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
well, solar panels seem fine -- though now my game has lost about ~25 FPS. That's curious. Not looking forward to this round of troubleshooting -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
Whoops, how badly did I bork my game if I kept playing with kopernicus version locked? I have no active missions outside off of kerbin, so never much went to the tracking station, etc. I was going to simply test that solar panels work in my sandbox game... -
I just launched my first craft with the "Warbird" Mk1 -- and wow, that's a nice set of controls. I think I was conflating it with the SXT Buzzard over on that thread. If we could ever get KAX back, it would be great to copy the prop config to that version of the Mk1 too.
-
Are you using the KK Beta for 1.4? I just tried dropping the KSC Island directory from Kerbin Side into the ExampleBases dir, but that didn't do anything -- maybe the statics are all different/not yet built for that. I miss the old island upgrades. More to come, hopefully!
-
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Beetlecat replied to Nereid's topic in KSP1 Mod Releases
Huh! I just got an "Anniversary" ribbon for a pair of my kerbals. It didn't say of what mission, etc. and it's only day 43. Any idea how I can figure out what anniversary it is/was? -
The Kerbal Space Agency: To Be Continued...?
Beetlecat replied to Drew Kerman's topic in KSP1 Mission Reports
I am now! Honestly, it's become quite a work of art/performative piece in and off it self. The dedication and details are inspiring. -
A freaking airship hangar???? HA!
-
I saw this subject line and immediately held my breath --- YAY! I'm sort of agreeing with @LGG, but in this case -...Remastered has a "successor mod" connotation, and wouldn't cause too much confusion to me. Can't wait to try it out! Judging by the features list -- are the hangars/fuel depots out for the moment? EDIT: NVM -- found the fuel farm
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
I think it was put in place that way for a reason. We've had plenty of warning that 1.4.3 was coming, and modded games are always at risk of breaking when new versions of the main game release. If you want to back up to the previous KSP, you can do that within Steam (I think?) -- and it's always a good idea to make a copy/backup of the steam directory just for this kind of occurrence. I'm in the same boat as you, though -- I have a game going that probably will have no solar panel functionality until the1.4.3 version is released. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Beetlecat replied to Boris-Barboris's topic in KSP1 Mod Releases
There's a different autopilot system that can help with slower flight with multi-engines: Throttle Controlled Avionics -- hope you're know about this one!- 977 replies
-
- autopilot
- fly-by-wire
-
(and 1 more)
Tagged with:
-
ExceptionDetector 1.1 [KSP ANY VERSION]
Beetlecat replied to godarklight's topic in KSP1 Mod Releases
Cool -- will revisit this now that I'm trying to "overload" ksp and test out my new RAM. Shoot -- no go, even on my fairly empty install with just Scatterer and a couple others. I'll try to remove everything and see if I can get it to display. -
Quick followup -- tried this and no good -- the nanogauges are still "blurry". I tried the "never" setting, and even also tried adding ^Nereid/ to the list below (^ is "not" right?).
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
Indeed. Far more of those happening over the years than would see reasonable...- 5,225 replies
-
Oh, THAT's what that radio is for? holy crap. I was showing a pilot friend that chart at work the other day, he was really impressed with the detail poured into it. This is a magnificent rabbit hole. I've been trying the Kramax "fork" of Pilot Assistant. Seems to have most of the features intact.
-
ASET Avionics Pack v 2.1 (for the modders who create IVA)
Beetlecat replied to alexustas's topic in KSP1 Mod Development
That would be rather cool -- to be able to "silence" chatterer via IVA. And maybe just the voices, or other sounds, etc. -
ASET Avionics Pack v 2.1 (for the modders who create IVA)
Beetlecat replied to alexustas's topic in KSP1 Mod Development
For some reason the forum search isn't working for me, so apologies for asking an already-answered question, but is there any interaction with a radio on/off switch and chatterer? -
Ah! That's what Better Than Starting Manned was doing, then. It was impossible for it to upgrade over multiple KSP updates, but when it was active, that mod was a blast with threading the needle of survivability and adventure! I've been in the beginning stages of a SLOW career using Kerbal Construction Time, and I'm unreasonably excited to unlock the SXT Clyde compartment next. Even the lowly Bonny is nicely tricked out. It's nice to be literally stuck with cockpits for extended periods, and really enjoy those internals you put together. Thanks again for all that.
-
I get that, too. I also get strange visual interactions when I'm using an on-screen display like NavHud or Flight Indicators--not sure if it's related to KS3P, though.
- 1,022 replies
-
- beautify
- visualoverhaul
-
(and 1 more)
Tagged with: