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Beetlecat

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Everything posted by Beetlecat

  1. That jives with what modest amounts I've learned about how KSP does things. Maybe a full prune using Janitor's Closet is a good idea, then.
  2. Really cool -- thank you @TheRagingIrishman -- I was considering just using The Janitor's Closet to prune out parts, but this is great! Do these configs keep the game from loading them -- or simply keep them from appearing?
  3. Say -- where are the kerbals in this shot getting their little headset/ear pieces from:

     

    I'm really loving the SEP. Thank you so much for your work on it.

    1. CobaltWolf

      CobaltWolf

      You'll have to ask @Enceos

      :wink:

       

  4. I had an interesting idea / question about these patches -- could they be pulled from the same resource "pile" as flags currently are? Flags and roundels can be easily used as patches, and it would be nice to not have a simply static store of separate patches (other mods could add patches, etc.). Simply pulling the patches from the flag list could be fine (or something that could be toggled). I like to add a patch/logo for the contract agency(ies) that I'm flying for, and it would be nice to not have to quit the game, migrate the images, then re-start.
  5. Meant as a kind-hearted encouragement, of course. Your efforts and time are appreciated. Those OPM planets are going to look so awesome.
  6. OPM 2.1 is out! So stoked... Glances at @Poodmund expectantly...
  7. I'm not sure which is more delightful -- that you're in an updating frenzy on this -- one of my favorite mods -- or that CKAN is somehow keeping up with all your releases -- in near-real-time! Maybe the latter is more astonishing than anything else
  8. Thank you, Galileo. Some immersion is helpful these days..
  9. Didn't @Sigma88 produce a little L-R antenna pack for the greater distances of OPM bodies? Maybe it's not as simple as just re-using those...
  10. It's a pretty cool set of autopilots -- you can not only hold course, etc. but also certain speeds, turn, or climb rates as well.
  11. What a difference zero hours makes... Thanks for taking on *this* one, too! I know you're intending to be a simple steward of all these mods, but your efforts are more than appreciated.
  12. Sorry for the response a couple months later, but if you've not tried Pilot Assistant, I highly recommend it. There's also mouse aim flight for some interesting real-time fine control via mouse.
  13. What? Whyever for? It's an awesome mod. If 1.2.* remains fairly stable for a while, I'd love it if all of this good stuff comes back This is just a *drop these cfgs into the mod folder* install, yeah? Or do we need to hunt out the subfolder part cfgs and replace them?
  14. !! Yes, please! @Deimos Rast My IVA would freak out if I tried to load a set of RPM configs for this cockpit. Those just needed some adjustments as @rozmetal posted, and it was fine. I've not tried any RPM / IVA changes to this or other crew pods since 1.2 dropped, so I'm sure it'll be a whole new set of challenges.
  15. That's simply AVC reporting a KSP version mis-match vs. the mod's stated compatibility. I don't know that any of the 1.2.1 bugfixes would have any effect on mods. edit: I had no idea that Kopernicus was very strict about what versions it would function on. I stand corrected.
  16. No way this constitutes necromancy if this is the same mod. Welcome back, and thank you for the update! These are ridiculously great.
  17. Yeah -- that's a totally interesting quandary. I was thinking mostly in the case of KerbalX downloads going into the stock crafts folders. This way, any modifications that I make are ported into that current save, rather than altering the primary craft. If a craft updates on KerbalX, I'd simply get a new version of that stock craft to play from. I can see how the mod would need to interact from within the *current save*, rather than dumping things out to stock.
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