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Beetlecat

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Everything posted by Beetlecat

  1. Well, howdy! I'm glad this mod is re-awakening! In this mod's dormancy, KSP Craft Organizer has emerged, and folds in some interesting features such as tagging, rather than folders. This makes it amazing for searching and grouping by role/mission/etc.
  2. Excellent. Thank you! A very low-cost method of refueling-- in lieu of KerbinSide
  3. Wow... And I mean wow. I feel an excited panic over the thought of a *new* OPM... (or some strange hybrid that emerges... )
  4. YES! We've needed this forever. Was it PartCatalog that did it pretty well so long ago? Well, I'm glad this with us now. Thank you, ShotgunNinja!
  5. Since you can dial it back or simply turn it off when you don't want or need it, no real reason *not* to.
  6. Lovely! The only thing that makes me scratch my head is that city lights/cities always seem so *near* when in orbit. I guess that's more a function of how Tiny Kerbin is, but being able to pick out large streets/city blocks always feels weird.
  7. I usually hate that solutions to questions always wind up being "a mod," but I can't recommend Throttle Controlled Avionics enough for Helicopters and VTOLs. It's feature-rich, but at the very least the thrust balancing mode can keep a craft like that stable at hover or even booking along at high speed.
  8. There it is. Works like a charm! Thank you @rozmetal
  9. Oh -- that's been remedied now? I also noticed that even when Kopernicus was messing up in Mission Control, changing back and forth a couple times would reset things back to where they "aught" to be. Not sure it the mission objectives would also "bump" back to their intended locations when using this method, too.
  10. Totally understand, but you've given us a vast wealth of craft and designs. I may have to spin off a pre-1.2 KSP in case it breaks your stuff. I look forward to your eventual return for the Eve missions! I've no doubt the 1.2 and beyond updates will provide some interesting and exciting changes to the game.
  11. Really looking forward to this experiment! I love using your craft as a guide or training aid for my own missions, and it's fun to work my way through the progressions of craft. Good luck!
  12. That's a great demonstration, and I guess I got *pretty close* to achieving it. My piloting skills, or the craft in question may not have been well-balanced enough to allow me to nudge the little vehicle over the spot I was aiming for (the helipad on the admin building). I think I was perceiving some hyper over-reaction by the TCA system as I got closer and closer to the landing. I know there's no wind to compensate for, so it was odd to feel like it would overcompensate opposite my inputs. It also didn't seem to want to allow me to deploy landing gear when I was a meter or so above the platform, but maybe I just need to override that temporarily. Are those velocity lines in a debug feature? The direction and speed indicator looks phenomenal!
  13. Just doing some quick noodling around the KSC with a twin-engined VTOL and was wondering-- is there a way to trick TCA into thinking that structure roofs are valid landing targets?
  14. Why no attention? It's less than a day old! There are / were other mods that added various atmospheric (in both senses of the word) sounds -- I think they're being worked on as well.
  15. That looks like something else entirely! And where did your runway lights go?!
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