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KSP2 Release Notes
Everything posted by Beetlecat
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[1.12.x Kerbal Flight Indicators (Release 20, 2020-02-11)
Beetlecat replied to Papa_Joe's topic in KSP1 Mod Releases
Yes! My *other* favorite indicators mod... I usually this alternately with navhud, since they're useful in different situations. Thanks for the maintenance/rescue! -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Beetlecat replied to Galileo's topic in KSP1 Mod Releases
What the bejesus...- 1,019 replies
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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
Shut up, and take our *imaginary* money! Seriously, though -- that looks fantastic. Actual taxi-ways -- who'dathunkit? -
A watched rover never roves?
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Just install whatever is *inside* the GameData folder in the mod's archive into your *own* GameData (should be a ThrottleControlledAvionics folder). Also make sure you're downloading a release version, and not a bundle with all the source code.
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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
That would be an incredibly nice thing in some future iteration -- being able to hand-design missions that could appear for yourself or others (subscribe to a missions/challenge service/mod?). Contract packs and mission chains using the editor would be great. But-- in more current, other business -- thanks for updating CC! Welcome "back."- 5,225 replies
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[1.4.1] Mauws' Custom Paint Jobs (MCPJ) v0.1 - Colored Textures Pack
Beetlecat replied to Mause's topic in KSP1 Mod Releases
It looks like they could easily be added/re-colored versions of stock, etc. -
[1.4.1] Mauws' Custom Paint Jobs (MCPJ) v0.1 - Colored Textures Pack
Beetlecat replied to Mause's topic in KSP1 Mod Releases
Sweet! This new feature could be an interesting re-take on the long-desired Kerb Paint feature -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Beetlecat replied to Ger_space's topic in KSP1 Mod Releases
I had no idea multiple launch sites were in store for 1.4.1 -- I hope this bodes well/interesting for KK! Good luck! -
Raptor's Craft Download Catalog - Tested & Proven
Beetlecat replied to Raptor9's topic in KSP1 The Spacecraft Exchange
Looking forward to the 1.4.1 iterations! I hope you plan on integrating the expansion parts, as well -- looks of good looking now-"stock" components & variable sizes to integrate! -
I was totally flummoxed by the first attempts at landing on the island: I'm guessing I'll have to do something similar for mission #2's mid-air aiming points
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I totally get this -- until that concept is more fully fleshed out, "upgrades" are simply installing the newer engine/part that's higher in the tech tree. I like the idea of tweaked variants or updated versions of very specific components, but it's not quite in that sweet spot of usefulness/awesomeness yet. Thanks for putting together this very quick and very welcome mod!
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Will that work for things that install *outside* of gamedata? NVM -- totally thinking of a differnet mod...
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Cheers for the update!
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[WIN]Game Data Switcher - GDS [V1.0.5]
Beetlecat replied to Icecovery's topic in KSP1 Tools and Applications
Considering the subject matter of the game, I had to re-read this line a couple times to realize what you meant. -
Congrats on the new release! I can't wait to try this out. Side note-- would you mind adding a link to this topic in your Spacedock listing? It's hard to find my way back here to appreciate the mod and see what the latest chatter is. Danke!
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Though, in a way, it's working as named. Creepily *through* the eyes of a Kerbal.
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give it a try!
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Why on earth have I never noticed that acronym...?!
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Not at this time -- the mod uses a different "kind" of engine for its rotors, and TCA doesn't hook into them.
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Beetlecat replied to DuoDex's topic in KSP1 Mod Releases
Appreciate the update! --Appeared on CKAN w/o any warning or fanfare. -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
I know this one is solved now -- but wasn't the former asteroid day "mod" folded into stock in a more recent game version? If you're just working with KSP 1.2, then nevermind.