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Everything posted by Beetlecat
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[1.3.1] Cetera's Suits for TextureReplacerReplaced
Beetlecat replied to Cetera's topic in KSP1 Mod Releases
I totally agree that it looks off-putting, but it's similar to the issue that Koperinicus would cause only the top half of the clouds to display on the menu screen. "Fixing" the menu screen stuff could be the backest of back-burner necessities compared to the main game. -
[1.3.1-1.6.1] Kanadian Dictionary 1.0.7a [01 APR 2019]
Beetlecat replied to Gordon Fecyk's topic in KSP1 Mod Releases
Heck, yes! Thank you for this. : )- 28 replies
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Hooray! Congrats @allista on the new releases! I can't wait to play with the new 3.5 features.
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SpaceDock is *now* on Spacedock... We'll have to update the OP.
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[1.3.1] [TRR] Diverse Kerbal Heads v1.1 (11/05/2017)
Beetlecat replied to klgraham1013's topic in KSP1 Mod Releases
Playing / modding KSP =/= "not wanting to make things complicated"- 57 replies
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
Exactly this -- The "part" we get to use in KSP is simply the aft-most part. There was intention of including the rest of the models in the part-building to actually show how big these things were, but people complained because it broke the look of VTOLs, etc. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Beetlecat replied to Ven's topic in KSP1 Mod Development
Thank you! I remembered seeing this long after I stopped having the problem, and my recent search terms didn't get me close enough. Appreciate it! So, not something that can be MM patched? Drat. -
Thread may be old, but the content is awesome.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Beetlecat replied to Ven's topic in KSP1 Mod Development
Any SVR users noticing lights showing up on planet surfaces from orbit while using PlanetShine? Using both, I see lights from my (all-stock) craft shining on the mun below, but disabling PlanetShine or removing VSR stops this effect. Did/does SVR use an older light method for projecting lights from custom/overridden lighted parts? -
That's what I figured-- that Planetshine is simply "enabling" this behavior (it doesn't happen with PlanetShine disabled). I'd seen it before off-and-on as well, so was surprised by it after I started playing with 1.3.1 and just a handful of visual mods & parts packs. Digging into the nitty-gritty, the craft in question was pure-stock, but using Ven's Revamp. It adds lights to docking ports among other things, so may be using a bad method of adding/changing lights. With that in mind, I'll do a quick run w/o VSR and see if it happens. Sounds like I could move this discussion to that thread, instead. Then a patch/fix for those parts could be considered.
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Possible PlanetShine question--though it may be a combination of many / any things: Anyone else getting a bright spotlights (especially noticeable when opposite the sun) on orbited planets via their ship lights? I thought it was just weird glitches with sunflare/scatterer/etc., but turning off the lights made the effect go away. The effect also dropped when switching PlanetShine off, but I have a bunch of things installed that could be contributing to this.
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Shoot -- Trying this with Back in Black also results in this same all-chrome, and a slightly shiny "Stealth mode" when you use its texture switcher. I'm guessing "so shiny it's almost invisible" isn't the kind of stealth they had in mind... We all reach that point where we have to pick and choose our favorite effects mods.
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Raptor's Craft Download Catalog - Tested & Proven
Beetlecat replied to Raptor9's topic in KSP1 The Spacecraft Exchange
And, as a mini reply to my own question -- Installing Kerbal Join Reinforcement cured the death wobble/explosion on the lander. Pure Krakensbane, that stuff is for anyone else keen on using Ven's Stock Revamp or any similar vanilla part tweaks. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Beetlecat replied to AndyMt's topic in KSP1 Mod Releases
MechJeb for sure does this -- and maybe it's not quite in the scope for Gravityturn, since this is devoted mostly to finding the most efficient launch parameters, not so much with duration/rendezvous in mind. That being said, I'd *love* for it to be a feature of GT. -
Kerbal Aircraft Expansion _Continued "New Management"
Beetlecat replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
<wild applause commences> -
Raptor's Craft Download Catalog - Tested & Proven
Beetlecat replied to Raptor9's topic in KSP1 The Spacecraft Exchange
Thanks for doing the quick craft check -- that stack in particular *hasn't* been updated as recently as the rest, but obviously still works like a charm. I'll see if there's some means of re-baking craft constructed with heavy clipping so that it doesn't blow up. Maybe something like KJR, or a temporary alt-f12 hack... -
'Mk1 Cockpit' IVA Replacement by ASET[v1.1]
Beetlecat replied to alexustas's topic in KSP1 Mod Development
Good lord, this is amazing. -
Raptor's Craft Download Catalog - Tested & Proven
Beetlecat replied to Raptor9's topic in KSP1 The Spacecraft Exchange
As always, your craft are astoundingly well thought-out, designed, and built. They're a joy to drop into the stock folder and take for a test drive! I seriously want an extra day in the week so I can fire up a new career just using your rockets and craft (prototypes to production, etc.). --- I may have been using an older version of one of your rocket stacks (and may have mentioned this before), but using Ven's Stock Revamp caused the game to shake apart the lander as soon as I separated it from the transfer stage. I think it was the Grasshopper lander in the [EV-2C 'Runabout'-Titan 3P (LV-2A)]. I'll try loading one on its own to see if the Ven's components just don't like being clipped together as tightly. Or--your stuff may just not be compatible with things that alter stock parts. Which makes total sense. -
Kerbal Aircraft Expansion _Continued "New Management"
Beetlecat replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
HA!!! I love it -- though wood props would (and somebody will correct me) only be two-bladed, I think. -
Beautiful! And a great gift just ahead of your hiatus. Cheers!
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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
Wait -- what is this wizardry? This'll be good for wasting MANY hours of drizzly autumn weather.- 471 replies
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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
Hot dang. Thank you for not forgetting us stock+ folks. GPP is on the to-play list too, though- 471 replies
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It may be something that has drifted away from "complete-ness" -- I seem to recall that sparks on slide were removed as some point, too.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Beetlecat replied to politas's topic in KSP1 Mod Releases
There seems to be something amiss with the entry for Back in Black that appeared in CKAN yesterday: The "add-on" part of the mod seems to work fine, but (in using the GUI) checking the "install" box on this mod, it doesn't get added to the change set. Checked to make sure I don't have the mod installed, and have restarted/refreshed the repository multiple times. Thanks! -
Oh man, I've never had a (what I thought was an obviously...) sarcastic post like that so throughly miss the mark. Sorry about that. I drifted so completely into Poe's Law territory that it completely ruffled *AND* prompted you to reply to it. TWICE! I'm certainly a little embarrassed by that -- and considering the tone of so many of the "Where's my X / CKAN" posts, I can see why it would just add to the annoying chorus. Even if I know full-well that CKAN/whatever happens when it happens (and I'm usually manually installing & managing all my mod installs anyway), the point is still well taken. It's not your job to make sure my joke was funny. <sigh> Thank you, @linuxgurugamer for your ongoing efforts with this and so many other mods.