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Everything posted by Beetlecat
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NESD's warehouse (9 oct 22 - New mod "SpikeX")
Beetlecat replied to NESD's topic in KSP1 Mod Releases
Yes! Those look spectacular, @snkiz -
The moose is still hanging out in the station (not illustrated...)
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In a parallel universe, I'd love to fire up a 2.5x scale stock system to use with KSR + this contract pack. I mean, nothing is stopping me, but I have to train myself to *STOP* attempting to combine complicated mod builds and just play the darn game. In the meantime I'll enjoy the JNSQ pack once I get the first flights off the ground.
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Finally getting around to trying this out! I'm dropping a mk1-0(v2/restock) pod from various heights using vessel mover. I'm using Rational Hydrodynamics, so the default buoyancy of this pod is listed as 0.7. After some weird conflicts/confusion over attaching an *additional* buoy component to the mk1-0 pod (oops! they have built-in extendable airbag thingies) I'm finally getting the hang of it. I've attached a ring of universal bags to the top of the pod under the parachute and set them both to auto. The bags inflate fine ahead of landing/impact, but then the pod immediately drops down into the water--seemingly since both floats disappear/deflate instantly upon landing. If any overall buoyancy did increase, it immediately goes away. I threw a couple of the SXT airbags on for another set of tests (even uninflated, those provide a bit of 'lift'--I think they also use the firespitter buoyancy like the seaplane floats) and they allowed the capsule to bob along on the surface hatch-up as would be desired. I'm guessing CL parts were originally largely-cosmetic features for visual realism since pods float like mad in stock, but it would be cool to *need* them for Rational Hydro users that want to perform any water landings/recoveries.
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@ensou04 -- Any notion how/if this could work with KSPWheel/Kerbal Foundries? A stock KF patch removes all of these modules from landing gear (and replaces them with KSPWheel versions)-- in case RSE is leveraging any to trigger sounds? -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelDamage]{} I've tried adding an RSE_Wheels module to one of KF's landing gear to no apparent affect. Peeking at the RSE code confirms my suspicions about that.
- 786 replies
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- sound replacement
- plugin
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Oh, wow. The 'fixes' file has a bunch of additional bases, and probably adjustments to the existing ones.
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What would you need in a custom JNSQ config? The primary difference from stock is just longer distances / bigger worlds.
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Niiiiiiiice. I was just thinking about searching for a flap map like this. Wasn't someone asking about a grid overlay for the stock Kerbin map, to estimate range circles? I guess they'd be weird ovals in this projection...
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Beetlecat replied to hemeac's topic in KSP1 Mod Releases
Or just something needs a better patch... Sorry I wasn't able to respond earlier (before you did the whole reinstall!) but I didn't know what that screen looked like in English to answer yes or no on your settings! I'm about to start a career game using this tech tree, so hopefully any similar issues I find can be pinpointed and fixed. Totally get that. Sometimes projects take well-deserved breaks. I look forward to any further work you put in on this. It's really so much more than a simple tech tree. And on a similar note, thank you to @Coyote21 for all your shared patches and such. I'm going to be taking advantage of many/most of them, for sure. -
VERY excited to try this out -- I'm guessing tomorrow or Friday at the soonest, but for sure this weekend I'll have some flying-around-time available. I appreciate all the effort and attention you're putting into this very specific KSP niche. It's totally great.
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Beetlecat replied to Boris-Barboris's topic in KSP1 Mod Releases
This may not be what you're asking for, but I think you can apply the flap/spoiler deploy to the brake action group, yeah? A control surface can do double duty as a rudder and also a spoiler, etc.- 970 replies
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I think that could be handled by the difficulty setting in-game already? "Probes require signal for control" or some such. I think you'd still need connection to transmit science, but that sounds like what you're looking for.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Beetlecat replied to Nereid's topic in KSP1 Mod Releases
I'd be curious to see that. Those could be fun additions! And for a game that's been out for as long as this, and with mods themselves being older than many people's pets, the concept of 'necroing' doesn't really apply here. That warning message is set for *way* too short a span, IMO. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Beetlecat replied to hemeac's topic in KSP1 Mod Releases
That may have been a difficulty setting with all probes having full SAS or all upgrades applied? -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
There's a way to check for all crewable pods and add the experiment if it doesn't already exist. I'll have to refresh my MM-fu and see if I can remember the syntax.- 470 replies
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- contract configurator
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Possibly not (yet?) -- Authors get burnt out on them pretty quickly. I've long been meaning to try it, but I know it's a rabbit hole.
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- helicopter
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[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
Beetlecat replied to MasseFlieger's topic in KSP1 Mod Releases
This concept was so great. Being able to swap/upgrade IVAs would still be really cool. -
And not the rest of its own part... kind of a weird optical effect. It's basically obscuring all the wings and panels, while pretending to be semi-transparent.
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@jrodriguez Okay -- so I chased that message down to appearing when FAR is also present. Everything seems to function fine regardless, but here are the logs if you're curious: https://drive.google.com/drive/folders/1EVKOE6S-fLmcwlIlmyq_8nfBqdNVztFX?usp=sharing
- 131 replies