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KSP2 Release Notes
Everything posted by Beetlecat
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Plus that cockpit has to be my favorite in the whole game (well second to the KN-2, that is). Thank you for bringing it back
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Wow -- thank you for keeping the torch alive! Even if you're just a caretaker at this point, it's great to see this stuff ported to current-KSP.
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[1.2] NavHud - a NavBall inspired Heads Up Display - 1.3.3
Beetlecat replied to Ninenium's topic in KSP1 Mod Releases
Minor bump for @bwheatley (hopefully you're the same one) who did the 1.2 port -- to take a look at the new toolbar code as above. Thanks in advance! -
Tweaking the altitude would be amazing --- allowing for some pinpoint landings on helipads, for instance (if the final altitude were indicated with a disk, for instance)
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[1.3.x-1.5.x] KerbalX Mod - upload to KerbalX direct from KSP
Beetlecat replied to katateochi's topic in KSP1 Mod Releases
!! Awesome What are your thoughts on maintaining "downloaded" craft? Subscribing or syncing with updates from the authors, etc.? -
What the heck! ILS?? Is the Other Airfield the island--or the *other* other airfield? Can we add more? This could get as messy as navutils does with Kerbinside, etc.
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[1.2] NavHud - a NavBall inspired Heads Up Display - 1.3.3
Beetlecat replied to Ninenium's topic in KSP1 Mod Releases
I was just about to race here and post this. -
Very nice!
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Would this work to supplant mods that add "tank"-iness to other parts like nosecones, tail booms or other structural pieces? --I'm thinking primarily for small craft where a Type-B tail connector could be 30% of the plane's size... Would a MM patch to declare a certain part a tank-container allow CC to take over and do its work?
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This is an intense set of updates! I'm utterly delighted to see a few of these, especially the waypoint overhaul, and can't wait to try them out. Thank you for your efforts!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Beetlecat replied to Thomas P.'s topic in KSP1 Mod Releases
Say -- is that tiny "offset" issue with craft and waypoint markers still present? I remember it being a thing with waypoint contracts, etc. and craft in the space center scene would appear a few dozen meters to the north, for instance. I've just fired up a relatively new game with Kopernicus, and noticed a recently launched (but not moved from the end of the runway yet) craft appeared to be way off into the grass. Switching to it revealed that it was just where I left it on the runway. Switching back to the Space Center view revealed it in the right spot again. Weird. -
Heh --- you know what they say about asking... But seriously -- I think there are a number of things that need to get ironed out with RPM/ASET before this set of configs is available. Maybe check those topics for updates/encouragement.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Beetlecat replied to Galileo's topic in KSP1 Mod Releases
You stellar beast, you. -
Is it continuous, or just an immediate playback of the sound when you switch views? That's the random splash sound issue just mentioned above your post.
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Now that's a deep shine! Good job, detailing team.
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[1.8.1+] KSP Craft Organizer - VAB/SPH tags + craft searching
Beetlecat replied to Ker_nale's topic in KSP1 Mod Releases
Looking forward to i! -
Raptor's Craft Download Catalog - Tested & Proven
Beetlecat replied to Raptor9's topic in KSP1 The Spacecraft Exchange
I'm slowly working my way through the X- Series of aircraft, and so far, so good on functionality with 1.2. The new fuel flow feature even fixed the drop-tanks! -
[1.2] Mission Patch Manager v1.2.0 - 15th September 2016
Beetlecat replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Just adding these lines of code to the .cfg allows the spraycan patches to be resized: MODULE { name = TweakScale type = free } -
Totally fair, and totally expected. Please take your time, no worries at all. These are worth waiting for.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Beetlecat replied to tomek.piotrowski's topic in KSP1 Mod Releases
I've not played much yet with 1.2 or yet with current RT on top / in place of CommNet, but I'm anticipating really missing the flight computer and signal delay features for remote probes if I went with stock as-is. Looking forward to the new developments! -
Nothing like seeing a bunch of @Nertea mods get updated on a single day. CTT especially is massively welcomed. Thank you!
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[1.2] Mission Patch Manager v1.2.0 - 15th September 2016
Beetlecat replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Oh, I totally misunderstood -- IVA .. not *E*VA...