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KSP2 Release Notes
Everything posted by Beetlecat
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Are there any notions of a re-do of this kind of guide? 1.1 and newer settings may offer some other performance adjustments?
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
Beetlecat replied to kujuman's topic in KSP1 Mod Releases
I love this mod so much-- but now that I'm trying it with KerbinSide, etc. The available runways to cycle through is unusably long. Is there a menu/list option considered to select the current nav target? -
Utterly gorgeous stuff. I just hyperedited myself around to see the new sights. Astonishing! I didn't see in the OP or notes--but are shadows by/on rings not implemented yet?
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Any/all previous mods with wheels/landing gear are busted in the newer version of Unity that KSP uses from 1.1, onward. Best not to use them. Work is being done on a few fronts, but I'm most excited by the Kerbal Foundries (repulsors, tracks, etc.) mod. They're making some progress. Hopefully some of that success can be shared with other mods that add custom wheels and landing bits.
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More plane parts are *always* welcome. Especially like the form-factor of those engines.
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I totally get where you're coming from -- to my mind, the community-driven nature of so many of the awesome add-ons and parts and features means that there will always be some "under"-lap (opposite of overlap?) in shared functionality. If you're simply looking for a justification to keep using the parts, a related tool like Science Alert (or the other, more automated cousin that I'm forgetting the name of) could provide easy access to the on-board science, even if you aren't able to track it with [x] Science! (my OCD is barely able to tolerate that, as it is... ). It brings some of the mystery back to KSP, and if just having those awesome looking gadgets on your craft isn't enough, you still get some science income to spend on Strategia (another great mod) campaigns, etc.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
With the "imminent" or "eventual" inclusion of stock antenna stuff, there may be a more interesting approach with them.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
Oh--I thought there was a RemoteTech tie-in with them. Obviously only with the RT config posted further up-thread. Okay-- Staying tuned, as ever. I simply love the awesome RP aspects of these bases. Too bad we can't build/open them on other bodies, but that's what our own base-building efforts and ELP are for.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
Does KerbinSideJobs check first for the "open-ness" of a particular base before offering a job for it? Maybe this is the impetus to open these bases, but upon a new game, I have a handful of do this/go there contracts for bases all over the place. I'm also curious bout opening/crewing tracking stations-- Are these tied to nearby bases, or do they need to be opened on their own?- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
A limitation of CKAN forces you to have all ( Complete ) or a single one of those other KerbinSide Modules. If your'e not already using Complete, just install one, via CKAN, then the others that you want manually.- 2,488 replies
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
So a brief followup on the TextureReplacer issue -- installing the latest version of IndicatorLights to check out all the new features, all of the *new* indicators on parts, etc. work just fine. Only the standalone part still appears solid-black in the part list and in-game. Still a puzzlement. -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
frequent updates and interaction with mod users =/= noise -
[1.3] Kerbal Flight Indicators (Release 15, 2017-08-14)
Beetlecat replied to DaMichel's topic in KSP1 Mod Releases
Splendid update -- and thank you for making it modifiable! -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
Are you using Kopernicus, by chance? That seems to cause many issues with waypoints / locations.- 502 replies
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- contract pack
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Beetlecat replied to Claw's topic in KSP1 Mod Releases
Wheels / traction are still wildly in need of fixing. Some really basic craft wind up performing amazing ice skating spins at the end of the runway upon reaching lift-off speeds. I also love the damage resistance the current landing gear have--- if you slam down hard enough, but on the gears, you'll just bounce up 100s of meters into the air... -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
You might be able to glean some coordinate info from the config files, and then figure out how to plot them properly if you're using a rectangular projection map.- 2,488 replies
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
Here's a response on the TR topic: This was in the TR docs regarding the helmet reflections, but I think it could be contributing to the black textures. It also said that the textures needed to be squares. I may have time to fiddle with it tomorrow evening and see if this is a correct hunch. Edit: I grabbed the file here at work just because I was too curious. The images for bezel, bulb, and white are 2x2, so I'm not sure if just doubling them to 4x4 would make a difference (since it already seems to meet the above criteria), but it's worth a try. -
That's an extremely useful suggestion -- I'll take a peak at the textures. I do remember they were TINY files, and probably not crafted to be any particular set of dimensions. Snark is more than forthcoming about taking a stab at how to do things, so this is likely what's afoot.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Beetlecat replied to Snark's topic in KSP1 Mod Releases
Most excellent! I never got a response in the TextureReplacer thread as to what could be blanking out your lights.There are other missing features there, still in 1.1+, so perhaps that'll be fixed with one of those issues. -
This is now *in* 1.1.1, yeah?
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
Gasp! Does this mean ---- opening bases by first *reaching them* ???- 2,488 replies
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