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Everything posted by Beetlecat
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Any notions on adding sound to the wheels? I'll look at creating a config for Rover Wheel Sounds. They have a nice electric car effect with gravel and "turning" noises, to boot!
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Contract Pack: Sounding Rockets 1.4 - 3/17/18
Beetlecat replied to inigma's topic in KSP1 Mod Releases
In that case it was the string declarations of Kerbal class names. Probably not what's at work here.- 62 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Heh. I was looking through the github, browsing the files to see how many instances of "Scientist," etc. there are and realizing there weren't any. After a moment of confusion, where nightingale would be told that this may not be the actual problem... I noticed that the update times had changed on all the files -- @severedsolo was already in there fixing them. (Sorry for ruining the surprise! -- I was about ready to submit the easiest pull request, ever! )- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
Thanks for the notice -- it may be something we can DIY fix ourselves for the short-term?- 205 replies
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I started to poke around your configs, and restored the visuals as per Gordon Dry's efforts. Trying to compare notes with other modded configs, I restored sound by commenting out a call to ModuleEnginesFX, but that killed the new plume. Overall, there's a whole lot more going on here than most all the other sample and mod-configs, so we may need wait on you to walk back through your changes.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Beetlecat replied to Nils277's topic in KSP1 Mod Releases
Superb! Did you make any significant tweaks to KSP3 flight settings? -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Beetlecat replied to Galileo's topic in KSP1 Mod Releases
SVE is probably disabling/overriding some scatterer settings on startup (on purpose). That's why they won't save/stay-on when you quit and restart the game. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
Aha! -- fantastic. Even though it confirms things to be "broken" -- it's a relief to know it's not something I did wrong. Thanks for your work on that. Shoot -- it's one more tech level higher. Guess I gotta drive around the KSC scooping up some more science. -
Contract Pack: Sounding Rockets 1.4 - 3/17/18
Beetlecat replied to inigma's topic in KSP1 Mod Releases
This is hilarious -- I thought I was some weirdo for dredging up this old mod pack and contract pack and thinking I would just tough it out since *noone* would be doing this. Glad to know I'm not alone here! Looking forward to any tweaks to this contract pack!- 62 replies
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
Still playing with these rockets! I'm at the point where I can get one to barely scratch 9km, then my next iteration flings out to 250K. I obviously am missing some middle-ground design work @Drew Kerman -- I may just crib from KSA for the first few sounding rocket builds, since I'm experimenting with a slow-start program (as enforced by Kerbal Construction Time) -- spin stabilization has been an epiphany to me! Is the LF/O engine in the Mk4+ a custom part, or am I missing something from Sounding Rockets? A custom-tweaked aerospike? I'm also missing my rocket plumes, but that may be because I just installed the latest Real Plume and it broke/bonked something. :I I see it has some configs (provided by you!) added back in January but I'll have to try some reinstalling in case CKAN missed something. -
Yup. That's precisely it. My solution was to re-launch with an engineer to stop the leak. Good as new!
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A quick q about the suggested use alongside KCT: I have a plane with a fuel tank fail mid-flight (though not catastrophically -- made it home. ). I recovered the whole vessel, then hopped in to "edit" the vehicle and maybe swap out the tank. It is still actively leaking in the SPH (really cool! --is this intended?). Selecting it, and clicking "use new part" switches the part's menu to indicate that it's brand new, but it's still leaking and marked as the "worst part." Did I do something wrong, or have I stepped into a bug? I can totally scrap this plane, but wondered if you'd like me to hang onto it for science...
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Oh shoot. Just re-loaded to see if I was crazy, and yes-- I was. Save is totally active -- you *did* think of that already. (it's just the color of the save button slightly matching the "disabled" shade of the other buttons...) So far the ones that have gotten stuck on *Edit are some pretty small cars I've made with the "Grounded" mod. (They look like the SXT/stock vehicle models that are parked around the KSC) At first I was able to grab one, and drag it back down, but they often appear out of reach. The method of swapping to the VAB and back works fine and is pretty quick. A couple of my favorite command pods are fancy external seats, so I'll so some testing with those and see if anything truly breaks.
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Nice -- and as an experiment, this was the first mod I tried to recompile as experiment. Worked like a charm! Such a tiny amount of code. Totally understand! That's a good one, and I've always liked Diazo's *landing aids mods. The simple blue toggle for the altitude tumblers really works well for this one, but the explicit "bottom of craft" detail of Landing Height makes that somewhat more appealing in cases where a single meter could mean touchdown or smashing into the ground.
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That's a clever way to "save" some top-secret parts, for sure. Craft stuck above the ceiling in SPH: The new toggle button to switch to VAB allows you to grab the craft, lower it to the floor, then switch back to the SPH. Command Seats / Take Command: Loading+launching with kerbals in command seats (via Take Command) does seem to work, but the kerbal will wind up standing on the seat, so you may need to re-board them. Seems like Kraken bait, though. A few (hopefully) helpful hints for future KCT development, or any other new players.
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I'm looking at the DOF settings now to see if anything obvious can be tweaked. It's sort of working in the inverse from what we're expecting/wanting, and it's probably the default #s.
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
Beetlecat replied to pizzaoverhead's topic in KSP1 Mod Releases
If this ever gets a re-do -- the option of having (muffled) sound active in vacuum to simulate on-board rumble as heard from within the craft would be great. -
This is exciting! I'm looking forward to seeing these back on my flight line
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Hey @magico13-- a future KCT feature request: A fun KCT observation: contracts are generated for science experiments in tech nodes that are unlocked, but not yet "researched" or purchased. This isn't a bug caused by KCT, and obliviously the contracts should be checking for "component is purchased" rather than tech node being unlocked. Yet another time-management wrinkle that gets added by the KCT process. It's pretty easy to role-play this as public awareness of current research, and even some corporate demand for info once we're able to integrate the parts in new craft, but contract deadlines are often far quicker than the research timers, and there's no way to pour money into research and shorten individual timers like there is with construction queues. Can this be considered for individual node research? There's probably no reasonable way to single out a specific part for availability/testing. I guess the current solution is to spend money on R&D upgrades and nudge the speed overall, but I'm now hesitant to unlock nodes too soon, since I'll get a bunch of contracts for things I won't be able to do for weeks/months.
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Congrats and thank you for 5.0! Can't wait to play with this further -- it works great out of the box, if not for the "kitchen sink" application of effects. My first tweaks will likely lessen the dirt, and tone down the "sunglasses effect" of the overall darkened scenes. Any notion on how to get the keybinds to work? They seem to be set for alpha number keys--which are usually reserved for action groups... is there a mod-key definable?
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