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KSP2 Release Notes
Everything posted by Beetlecat
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[1.12.x] JX2Antenna v2.0.5: Giant 1000G antenna for big solar systems
Beetlecat replied to Snark's topic in KSP1 Mod Releases
Another angle is to over-override the JX2-OPM patch (which is doing the same thing to the OPM info) with one that restores the values from OPM? I'm not quite sure how to enforce hierarchy/order of overrides. -
Yeah, the part mods are the real killer. It's a shame that the game has to load all assets, and not just do it "to order" when a craft builds/launches. Different trade-offs, I guess. Maybe it's time for my once-every-many-years computer upgrades. Who's got a great rig for KSP that I can crib from? Really looking forward to what you create with MAS- @theonegalen --and will miss you in 1.4.* for now
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[1.12.x] JX2Antenna v2.0.5: Giant 1000G antenna for big solar systems
Beetlecat replied to Snark's topic in KSP1 Mod Releases
An initial (lazy) hunch I was going to pursue was to simply quote their TRACKING config but drop the values for their new upgrade level. You're right, though -- not knowing what the stock levels are means we can't quite trust OPM's #s for the levels 1-3, or if they leave enough of a gap for JX2 (etc.) to fill. -
In that case, BBT is *assuming* that the current rocket "probably does" have a TWR available to not crash? (otherwise, why would we have put that lander in orbit to begin with??)-- only proving us wrong once we start burning and realize the number isn't going down. Maybe we need to get that N/A back just for these edge case scenarios.
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Just a quick chime-in to voice my appreciation for this mod! I've tinkered with part failure mods (Dang it! particularly) as well as Kerbal Krash System (I'd love to see that get integrated down the line)before, but never in a serious, deliberate career game where each part failure can completely ruin a mission. I've just fired up a new career with the USI sounding rockets (and a contract pack) and KCT, and it's taken many, many attempts to get a simple rocket to launch to complete my first contract: First attempt, main stage does not fire, launched via second stage only -- probe and science bits don't make it very high. Status: whoops! This is gonna be fun! meanwhile, I'm test-flying a rudimentary airplane--roughly following along the Kerbal Space Agency's game plan... thankful to have those SXT parts in the first tech node... Second attempt: rockets stage and fire properly, but parachute fails instantly upon deploy. Status: crunch. Third attempt with same rocket design: rockets fire properly, instruments checked at ~5000m, 'chute deployed---but fails a few 100 meters later, status: argh. Forth attempt: flight profile normal -- slight hitch in staging, but still works. Trajectory angled for water descent -- 'chute deploys and water in 3, 2, 1 -- instrument assembly sinks like a stone. status: wah-wahhhh. Did I mention Kerbal Construction Time? For this one contract alone, I queued up 3 more of the same rocket just to deal with the now-expected part failures. An entirely new aspect of planning and preparation is needed due to waiting for craft assembly and tech node unlocking, not to mention now feeling utterly paranoid about sending *ACTUAL* Kerbals into the air. That ABORT button is about to get more use now than it has in the many years KSP has been on my hard drive. I can't wait!
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The listing on CKAN seems to be this version -- it's obviously keying to the github releases.
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I literally came here to find out the status of this mod, having remembered it during a session where I tried out KCT for the first time. Creating and parking vehicles for re-use, then spawning kerbals for missions/contracts is really where it's at! Hope this can get re-looked at someday!
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
It's a *relatively* new feature... Maybe since 1.3? -
My guess is that they EVA out and bolt it on mid-flight...
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- totm march 2020
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[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
Beetlecat replied to Nereid's topic in KSP1 Mod Releases
Thank you for the ongoing maintenance -- this thing is a lifesaver. -
Just for the fun of it, you could name the boat-based mod "Happy Trails"
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
Beetlecat replied to Galileo's topic in KSP1 Mod Releases
(unless I'm mistaken) -- This is a continuation of OPM, which simply adds additional planets past Jool and completes the rest of the analogues with our own solar system. GPP (Galileo's Planet Pack) is an entirely new system, and then there's even GPP+OPM that adds the second star, etc.- 471 replies
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I've been a fan of the Ven's parts for a while, but haven't yet tried them in 1.4* -- have you tried them by themselves? Do the bumper animations work fine? I think of things like landing gear and other animated mods that have been broken by the major unity updates lately. I also don't remember the lights being *on* the bumpers, just surrounding the ring as usual. ILCE worked great to swap out (cover) those lights when I've used both in the 1.3* era.
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[1.10.x] EasyBoard v1.10 : Board key works as a toggle
Beetlecat replied to Dizor's topic in KSP1 Mod Releases
That's what I get for not doing more thorough testing -- One of these days I'll figure out the whole unity/compiling thing and become a productive member of this community- 114 replies
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[1.10.x] EasyBoard v1.10 : Board key works as a toggle
Beetlecat replied to Dizor's topic in KSP1 Mod Releases
This is one of those mods I miss dearly every time there's a KSP update. Anyone have notions on how to rescue for 1.4*?- 114 replies
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I somehow missed this one so far, but what a cool concept. I'll give it a try!
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Hahah! Reductio ad absurdum
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[1.12.x PlanetShine 0.2.6.6, Feb 22, 2022
Beetlecat replied to Papa_Joe's topic in KSP1 Mod Releases
Hot dang! Now to get Distant Object Enhancement and Scatterer up and running, and let's go to space!