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Everything posted by Beetlecat
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Oh! That's where I recognized that one from -- Yes -- the fact that it has internals means it must come from the warbirds cockpits!. Am I going to get into trouble if I try to fly too high with that thing (Like Better Than Starting Manned achieved with max altitude...)? That's also why I was confused by it being a down-quality'ed version of the Mk-1. It's *meant* to be. No intent to disparage!
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
So dared -- but I wouldn't risk any kind of $$ bet.- 5,225 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Beetlecat replied to Athlonic's topic in KSP1 Mod Releases
I haven't listened to them yet -- but what I imagine the context disagreement is whether things are "chatter" (as in communications, or equipment feedback, cabin noise (fans, hiss, etc) versus something that might be more directly suited to Soundtrack Editor (Once it's available for the current KSP...). I'm all for more and varied noises, and who knows what Jeb or Val might bring up on their MP3 player...- 751 replies
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[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Beetlecat replied to Mark Kerbin's topic in KSP1 Mod Releases
I saw 1.9 appear in my CKAN updates -- looks like you're good to go!- 89 replies
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- contract pack
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[WIP] The Ultimate Shuttle IVA - Releasing Soon!(tm)
Beetlecat replied to G'th's topic in KSP1 Mod Development
<wow> reaction! Looks great! -
[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
Beetlecat replied to nodrog6's topic in KSP1 Mod Development
Sometimes "good enough" is fine -- but ultimately it's probably a good idea to "do it right" as Jiraiyah has noticed. Even not total blackness still gives a good idea of light placement, visiblity, etc. I'll likely be adding the mod back to my list if it fires up in 1.4.2 -
Does the walkie talkie (and headset?) actually need power --Or is that tied to the transmit ability? Maybe it can be refilled like EVAFuel does it like you say. I don't honestly see it as particularly cheaty-- the amount of power used by a walkie vs. the power reserves of a craft would be tiny. Sort of a game abstraction. The actual *amount* of data in an EVA report may be huge, though (biometrics, location data, 3-D mapping imagery, etc.)
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That's very helpful -- I'll try that out when I get a chance, though I have the feeling this will do it. Once that's confirmed, do we need to premake mipmaps for the gauges, or exclude them by hand? I'm assuming the auto MipMap generation is an otherwise good thing?
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Many/most/all of these are pretty useful. Ironically QuickExit is one of my faves.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Beetlecat replied to Ger_space's topic in KSP1 Mod Releases
<scrambles to download KK beta> Okay -- I've fired it up, and even dropped in KerbinSide for "fun" -- though I may pull it down, since it makes the system drag, and there are tons of visual glitches for me. I do see what you mean about the hangars. I guess I never tried them before. Once I figured out you need to *get out* of the craft, I was able to store them easily. Retrieving seemed trickier. I was also able to accidentally duplicate the craft by selecting it from the tracking station (it was still listed as an active flight) -- but I don't know that's cared about/being worked on right now -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
Beetlecat replied to pizzaoverhead's topic in KSP1 Mod Releases
Groovy. Any more of these, and I'll suggest we fire up a mini mod of added wheels. Custom tweaking the audio and settings to make everything unique would be a whole 'nother ballgame -
My god -- is that a *modern* An-2? That's amazing! I'm far more used to seeing the oldie version! Are you familiar with this little gem? It's labeled as a 1.2.x mod, but it worked fine in 1.3* and I've got it running in 1.4.2, no problem. Even has a nice internal props integration thanks to that guy right above this post.
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Apologies if this is an already-answered question, but is there a method of whitelisting a mod's images to *not* get compressed? Nanogauges all appear "fuzzy" on-screen when using TRR. Maybe those graphics need to be converted/implemented differently?
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
Beetlecat replied to linuxgurugamer's topic in KSP1 Mod Releases
Oh oh ... Look out, KerbalX! (and the "download" button...) -
Is that the Mk1 "warbird" cockpit? It seems kind of jokey to me, too -- I just see it as a cheaper/junkier/earlier version of that scale of pod to allow for the first of the Mk1 scale planes (instead of the tinier Bonny/Clyde cockpits). Did you add the wheelsounds to the SXT yellow vehicles, too? I haven't unlocked those yet -- was gonna do that today. Good to know it'll be an easy patch.
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[1.4.0 - 1.5.x] Audio Muffler Redux [v2.6.1] (2018 May, 7)
Beetlecat replied to Ser's topic in KSP1 Mod Releases
This is the mod in question (in case you weren't directed there yet!). It offers some awesome creaks and rattles based on various factors: -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Beetlecat replied to Ger_space's topic in KSP1 Mod Releases
Splendid! I'm late to the KCT game, so I never experimented in 1.3.1 -- Good to know that may be a no-brainer. This also "solves" the hangar problem, since craft are recovered and stored using KCT's system. It would be up to KCT to care whether or not we have a global/planetary pool (like now) or to store them by location. Hangar does a different thing to store craft -- including "creating" them in asteroids, etc. Asteroids are a special case, but I wonder if Hangar could be used to "colonize" KK's statics. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Beetlecat replied to Ger_space's topic in KSP1 Mod Releases
Piggybacking on this idea would be to make sure mods like Kerbal Construction Time could utilize the new KK locations as "manufacturing" spots for building/launching. KCT already respects the new stock pad & airfield. Hopefully KK in 1.4+ would add-to or sit on top of that. -
I just saw that on Curse -- and it's a *wee* bit confusing to now essentially have *three* mods to do our texture replacing. This isn't getting easier
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SXT (Lack's Stock Extension) has a cluster of truck parts also in the KSC style (they almost look identical), that still contain bumper parts that include working brake lights (with red glow and lens). In the mean time that will work fine!
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Here's a funny nugget: the gauges display half-res when I drop Texture Replacer Replaced into my game. I'm otherwise running full res and all detail cranked up. That mod isn't up to 1.4* yet, so there's nothing to be "done" -- however I'm curious as to why it's doing that. I should have checked on the Final Frontier ribbons and any other graphics/icons while I was at it.
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There's a cleverly hidden link in the OP to a mod guide. Not 100% up to date, but it give the general gist as to what's going on. EDIT: aw crap -- I thought this was the Kerbal Construction Time thread -- Oh Scrap could use a little guide, too.
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This has long been a method in other games that have tons of mod-added content and the like to group like types of ammo and potions, etc. together. I like it!