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Everything posted by Beetlecat
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This is an appreciated observation, for sure -- though I get the irony of CC adding fuel to wings that would then not be *configurable* --though maybe the presence of the tank or not being controllable via CC would remove the need to use an overlapping mod to achieve that.
- 738 replies
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- resources
- fuel tanks
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YES!!!!! Oh -- These are entirely wonderful, Enceos.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Beetlecat replied to Angelo Kerman's topic in KSP1 Mod Releases
Incredibly cool! I can't wait to play with these. -- Does this mean the airship has to turn to 40° for landings? -
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
Beetlecat replied to Eskandare's topic in KSP1 Mod Releases
I don't think these have been hit since 1.1.3, so there's likely a bunch of tweaking to be done.- 264 replies
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- engine
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It's on the "to-do" list for the group maintaining BDArmory. Any progress they make will be within that thread. But I wish you luck too, @Natokerbal!
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- adjustable landing gear
- landing gear
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[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
Beetlecat replied to Eskandare's topic in KSP1 Mod Releases
It could be that the various rotors, etc. could use a balance pass with performance/efficiency based on otherwise practical looking aircraft like yours (and some real-world counterparts). I also have it in-mind to develop small rotorcraft to do the search/rescue missions and some short hops here and there. Maybe some MM patches can be figured out ahead of any actual new version of this mod.- 264 replies
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Is that cockpit from the Quiznos pack, or KAX? I can never keep up...
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Beetlecat replied to TriggerAu's topic in KSP1 Mod Releases
2016 is finally turning around... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Beetlecat replied to cybutek's topic in KSP1 Mod Releases
Speaking as a user of many mods, I agree it would be convenient, but unrealistic. There are mods only on curse, GitHub, Dropbox, megadrive, spacedock, and even other random places. It's simply part of the experience to track multiple places. --whenever I get this notion, I remind myself of the absurd sight of people freaking out over having to park a couple blocks away from the gym... -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Beetlecat replied to tomek.piotrowski's topic in KSP1 Mod Releases
Um. Look two posts up... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Beetlecat replied to ferram4's topic in KSP1 Mod Releases
And there are still active modders employed by Squad.- 14,073 replies
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- aerodynamics
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Yes! Another stab at this! Your implementation looks promising, @blackheart612. I'm excited to try it. Somehow making all flags/agencies available would be terrific, as all the custom roundels and graphics available are perfect for a mod like this.
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Mini challenge - fix the Stearwing D45
Beetlecat replied to AeroGav's topic in KSP1 The Spacecraft Exchange
I love this idea! It was one of the things that felt like a challenge to fly that we *could* if only it could be figured out. Obviously changes to the game/atmosphere/etc. render it a bit impossible. I like your new craft, but it winds up being a bit *too* altered from the original to simply be a fixed design. More like a MKII? Maybe some simple fixes like they could do in the shop: adjusting fuel load, canards, swapping engines, adding engine pods, etc.? -
Raptor's Craft Download Catalog - Tested & Proven
Beetlecat replied to Raptor9's topic in KSP1 The Spacecraft Exchange
Quite a flurry of uploads and updates! I'm loving it, @Raptor9! Time to plan out some missions and take my first stab at orbital assembly. -
Well, yes -- but the engines won't stall/provide zero thrust when desired, just because the aircraft/intake isn't moving forward.
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[1.1] Improved Chase Camera v1.6 (Apr 23)
Beetlecat replied to BahamutoD's topic in KSP1 Mod Releases
I hope you had permission, too! Papa_Joe and gang are including it in their intended support/update collection of BahamutoD's mods. Your recompile is appreciated. Check their thread (linked in the post two above yours) for status or to see about contributing. -
Please do, Deimos! The original author is long gone, and this most recent "re" -try has also gone dormant. I'd love to see the landing gear and custom p-wings back
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If you need it to verify thrust balance, etc. you can use RCS Build Aid -- it'll show you the expected rotation/torque of your craft -- Just remember to switch it to engine (thrust?) mode. I've not tried with with Airplane Plus yet, but I'm assuming it won't be confused by the CoT indicator being so detached from the craft.
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[1.1.2] Radial Engine for spacecraft - T.G.O.L group
Beetlecat replied to Kevin4D's topic in KSP1 Mod Releases
I had no idea these existed. Awesome! -
Splendid. Thank you!
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Beetlecat replied to TriggerAu's topic in KSP1 Mod Releases
There's a pair of mods that could approach "replacing" KAC in some aspects: Flight Plan (which creates a list-view of all upcoming node/soi/etc. events, and ManeuverQueue that shows upcoming maneuver timing in the tracking center view. I don't think either of these actively behaves as an alarm clock/pause utility, but the ability to check timings is there.