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Everything posted by Beetlecat
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Nice! Thanks for the bundle of updates concerning KRASH, though now I'm feeling regret for prompting a potential headache from it... I'm picking up a gnarly NRE spam in the editor with both KRASH & EVARepairs installed. Here's a log from a somewhat minimal test install: https://drive.google.com/file/d/13Vh9r2idpZmuYGCrCisFAkmgpqlYZfEp/view?usp=sharing
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[1.9] Completely Non-Aggressive Rocketry - V2 Rocket Add-on
Beetlecat replied to DylanSemrau's topic in KSP1 Mod Releases
Yes! That's the one -- Not sure how better balanced these V2, etc. bits are, but it certainly can provide for some other options of quirky early-game rocketry, particularly slapping that cockpit and wings on the flyable A4 thingy. Bonkers stuff, but the visual progression to the X-1 is interesting. -
[1.9] Completely Non-Aggressive Rocketry - V2 Rocket Add-on
Beetlecat replied to DylanSemrau's topic in KSP1 Mod Releases
Speaking of parts and variants for the V2 -- wasn't there a cockpit mod developed for a winged V2 concept? I'm trying to remember where/who I saw working on that... -
I totally appreciated that when starting a new career in 0.10, for sure! The appeal of real-dates was calling to me, with the unfortunate side-effect of reverting to the sunrise @00:00 after my Kerbals were enjoying the 6am wake-up for a few days.
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I excitedly installed this before reading this current post-- this has something to do with sunrise being at midnight, yeah? For the time being, I'll pretend the KSC is using an inversion of Old Bohemian Time or something...
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Probably working as designed... I'm really enjoying trying out EVA Repairs in a new career while running through my usual rounds of "test these engines a bit before we go anywhere..." as I build some early-game rockets and planes. Here are some observations for @Angel-125 and fellow players: I'm using Scrapyard, and this mod seems to be agnostic to the individual-parts themselves--which is fine!--it's meant to be a more abstracted, lighter-weight system, and I appreciate that! Scrapyard still has the effect of streamlining construction and shortening build times with KCT. There's no reason the lessons learned from one exploded SRB wouldn't immediately be applied to another one currently under construction or on the shelf. I'm also running a handful (okay, a handful+) of parts mods, and getting the activation failure science points is a huge windfall for the R&D team--But almost too much? Could the science point amount earned per failure be defined on the settings page, randomized (within a range), or defined on a per-part basis in the MODULE? --Or maybe tie it to the global science reward % slider (if it's not already)? I wouldn't mind earning .5 or .25 points if I'm running a battery of cheap SRBs on a test stand. This mode of earning science feels more genuine than learning how to build bigger rockets by taking temperature readings in the atmosphere or detecting graviolis, but raking in early failures enables flying through the early tech tree... -- maybe later on I'll wish the payout was higher... This is obviously a perceived balance thing in my current game. KRASH is entirely compatible -- test flights run do *not* increment the reliability scores, etc. However---all failure modes will still happen in a KRASH simulation. Disabling them in game settings does work, but that's relatively clunky. Would a hotkey master switch or toolbar button to temp disable the mod (similar to engine lighting) be feasable? The game does remember the previous "on" settings upon reverting / terminating a KRASH sim, so that process is only half-clunky. Overall, I'm liking how clean and easy this is to work with so far, and while I find myself missing some of the deeper complexity of BARIS, I'm interested in seeing how this one evolves.
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We can't always win... OH! you guessed correctly! nice. I'm guessing it'll be @Zarbon44 -- for absolutely no reason.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
Sure! You just won't get as far... -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Beetlecat replied to hemeac's topic in KSP1 Mod Releases
Oh, heckin' yeah! I'll take a look. While I've been loving KTT, it's an enormous undertaking, and maintenance sink due to being so much more than just being a tech tree (though likely less so nowadays since the game, and mods are likely going to stabilize considerably from here on out). I love the utter gadgety-ness of all the extra generated upgrades, but that can throw balance out a bit. I'm also a fan of Kerbalism, so knowing full well there are going to bees with that does give me pause. I'll check out your work, too! -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Beetlecat replied to hemeac's topic in KSP1 Mod Releases
I'm assuming the current MM errors regarding Tantares are due to that mod's recent update. I've only briefly looked at the Update.cfg file, but not sure where to begin troubleshooting. Is it due to engine/component name changes on Tantares' end? I hope a new release is still brewing... I've dropped in @CessnaSkyhawk's PRs in the meantime, and all else seems okay. -
Heh -- yeah. I could of course just spawn in a new set of lights, but I didn't want to abandon the old random set of towers somewhere... cold and all alone on that strange JNSQ Kerbin... I figured out the general coordinates for the Kerbinside runway upgrades previously, so I'll post some coordinates back in here once I get the lights in place (or even better, figure out an MM patch to move them for JNSQ users).
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Just started poking around with these--pretty fun, and an interestingly missing aspect of the game where night launches *should* be a cool thing to perform. I'll need to edit the towers group to match the new coordinates for KSC in JNSQ, I assume? I'm also wondering if it's me using TUFX or Scatterer, etc., but the lights totally blow out the scene. I'm afraid my poor rockets are getting cooked! Lower-intensity lights could be useful for that. Also, weirdly, the rectangular boundaries of the ground scorchmark decals surrounding the launch pad itself were showing up. I'm a jerk for not taking a screenshot before quitting the game, but I'm assuming it's also related to TUFX/additional graphical layers going on, just being exposed by the new light sources.
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Definitely needs a little hopper prop! ;D
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[1.9.x - 1.12.x] Camera Tools continued v1.36.1 [2025-03-28]
Beetlecat replied to DocNappers's topic in KSP1 Mod Releases
I'm excited to (re-)try this out in my new career games! Is this possibly to do with the camera gradually shifting position as the rocket loses mass on ascent -- the static ground point selected still being relative to the craft's overall center of mass?- 191 replies
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The first one has a slightly whimsical tone to it -- but I love it for the same reason. This is a fun scavenger hunt! Probably something a little more 'contained' sounding, and not with a lot of reverb if this is meant to be heard inside a control room or cockpit.
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I am *FINALLY* getting back to KSP after a fairly long hiatus! While I assumed it would just be in JNSQ (with JNSQ Gap, of course!), your KSR GAP mod & other components made me want to spin off a stock Kerbin game as well. I wanted try bumping it to 2.5x scale for better BDB compatibility, but I'm realizing now how much that's going to also tweak positions for nav coordinates and the like. Upon installing KSR, I noticed the extra taxiways are appearing a bit north and west of where they should be, and it seems like the navutils runway definition is as well. Hilariously, the Outpost is now given a pride of place at the very end of the runway. This seems exactly as safe as Jeb would suggest. I saw your earlier post about adjusting navpoints, etc., and I'll weigh the strain of needing to bother with that, or just save the larger-scale experience for JNSQ. It's honestly hard to go back to stock-sized Kerbin after that, but if I'm just doing flying and underwater stuff, maybe I won't notice how easy it is to get to orbit.
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Just firing up KSP (since what feels like a year+) and figured I would finally update to 1.12.x and try out some of the latest updated bits. The new NavInstruments works great, but I'm not seeing the KSR runways. KSR is definitely installed and working fine. The runway listing in the config panel is just the stock game runways as usual. I've double-checked I am on the beta version, and the runway configs for KSR (and JNSQ) are present. While I go remember where my log files are kept, etc. has anyone else running Kerbinside Remastered or JNSQ seen the new airports listed?
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I was going to ask... pushing those meters per second closer and closer to 39.3395...
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Beetlecat replied to IgorZ's topic in KSP1 Mod Releases
This never fails to stun me. So amazing! -
Aw, man! KSP totally fell out of my brain of late.