-
Posts
2,517 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Beetlecat
-
[1.0.5] Supply backpack for USI Life Support
Beetlecat replied to Bloody_looser's topic in KSP1 Mod Releases
I like it! Thanks for digging this up and the github link -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Beetlecat replied to bac9's topic in KSP1 Mod Releases
It's never enough. ...and a lack of a "smiley face" doesn't imply rudeness. It's a fair question.- 4,460 replies
-
Kerbal Stuff, an open-source Space Port replacement
Beetlecat replied to SirCmpwn's topic in KSP1 Mods Discussions
Can? Are -- it's already up: http://spacedock.info/ -
[1.0.5] RadiatorToggle v1.1: Save electricity when not in use
Beetlecat replied to Snark's topic in KSP1 Mod Releases
Oh, of course -- just stream of consciousness in my forum posts sometimes. -
[1.0.5] RadiatorToggle v1.1: Save electricity when not in use
Beetlecat replied to Snark's topic in KSP1 Mod Releases
Still waiting for my user account from Spacedock, but thank you for migrating. I'll just chalk this up as a latest "chapter" in the KSP community, likely with a huge burst of energy with the release of 1.1. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Beetlecat replied to bac9's topic in KSP1 Mod Releases
Woo hoo! Much appreciated.- 4,460 replies
-
Kerbal Stuff, an open-source Space Port replacement
Beetlecat replied to SirCmpwn's topic in KSP1 Mods Discussions
I'd like to echo this sentiment -- aside from all the expressions of frustration or disappointment. It was still an awesome, awesome contribution, and if all we're faced with is a bit of a hiccup as the massive archive is migrated, then @SirCmpwn's efforts in documenting and open-sourcing the project is STILL contributing positively to the community. Cheers to all. -
Kerbal Stuff, an open-source Space Port replacement
Beetlecat replied to SirCmpwn's topic in KSP1 Mods Discussions
Well, not exactly a specific warning, or timeline, but it does show SirCmpwn's general sense of things. I'm sure many of us wish this was made more broadly known. But we are where we are. -
Kerbal Stuff, an open-source Space Port replacement
Beetlecat replied to SirCmpwn's topic in KSP1 Mods Discussions
That's your own interpretation. Like many are saying -- there's no question that dropping the site with little/no warning was pretty crappy, but it was completely in his right to do so. Nothing more is *owed* the community, but it would be an interesting question to ask the (former) site owner whether they considered what their future interactions in the community would consist of, or if the love and interest in the game was completely crushed by the experience of hosting KerbalStuff. I totally understand losing interest in things, and just utterly dropping them from time to time. I return to some projects after years at a time, but if there are aspects of shared projects, just abandoning them creates a huge amount of ill-will. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
I installed using the interim fix, and it seems to work pretty good on x64. I do look forward to any possible return after 1.1 drops, with all those cool features fleshed out- 2,488 replies
-
- 1
-
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
"is shutting down" -- heh. Slightly passive fudge there: HAS shut down. Still many thanks for all the effort and $ he gave the community, but he could have posted this notice on the site as a splash page or flashing popup, and an immediate solution could have been found, rather than pulling the plug (which he was certainly entitled to do--but it still seems crappy). Hopefully the eager efforts happening now are able to bring a resurrected KS or some such online soon.
-
An utterly beautiful pack! A question on the city textures -- It looks like I'm seeing the daylight textures when on the night side of Kerbin, and it's visually odd since it makes it look like I'm just flying high in an airplane, rather than orbiting the planet. The dark (glowing cities) texture seems to be showing as well, which looks much better/more zoomed out than the detail streets and city districts visible. I know Kerbin is about 1/6 the side it should be, but it's not *that* small. I manually installed SVE with no EVE present, in case there was something with default EVE cities, etc. Thanks!
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Beetlecat replied to Ven's topic in KSP1 Mod Development
I did a quick search, but didn't find -- just looking at the current VSR, and noticed the flag decal hovering a couple "inches" above the surface of the MK1 capsule. Looks kinda cool, but fairly surreal. I'm totally amazed by the fuel lines, though. Love them! -
This gets me more times that I'd care to admit, especially when flying spaceplanes. I try to build balanced planes and trim them by hand during flight, rather than turning on SAS. It seems far more genuine, but often results in me having a tiny amount of control input after landing or reaching orbit and I scratch my head for a few minutes trying to figure out why I'm slowly draining electricity & RCS fuel... As to CKAN itself, I use it regularly, but completely agree with many of the complaints against it. It's not a one-tool-does-it-all solution, and can't replace simple manual installs of KSP mods. It's best to think of it as a time-saving shortcut for installing dozens of routine, common mods, and a working knowledge of what's going on in the GameData folder is still required to maintain the game properly.
-
It certainly may be both at this point. It was quite a trip to switch on the light and *STILL* see a reflection in the window.
- 888 replies
-
- texturereplacerreplaced
- visual
-
(and 2 more)
Tagged with:
-
Awesome! I never would have thought to test that-- I looked in all the config files, and nothing seemed amiss. Thanks, muchly!
- 43 replies
-
- nav lights
- illuminator
-
(and 1 more)
Tagged with:
-
The latest Ven's (I'm fairly certain) has it working on the pods and lander cans. I installed Ven's, then installed the patch in the OP, and it worked great. Thrilling times we live in!
- 888 replies
-
- 1
-
-
- texturereplacerreplaced
- visual
-
(and 2 more)
Tagged with:
-
Nothing quite that that "it's not only me" feeling.
- 43 replies
-
- nav lights
- illuminator
-
(and 1 more)
Tagged with:
-
Shoot. Can't get the texture switching to work. I've double-checked the dependencies, and see the button in the right-click menu of the lights themselves, but it doesn't swap through the options. The .cfgs are kicking in, as the names and item rotations are happening, but no response to the firespitter swap option. Did the newer Firespitter.dll alter how this works? Appreciate any help
- 43 replies
-
- nav lights
- illuminator
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
You could be doing precisely what I just did and tried out KerbinSide on a fresh install, forgetting to add ModuleManager-- so the .cfg with the fix wasn't even loading. :/ And now -- The air races are back! No more exploding upon attempting to fly through the starting gate...- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
You likely need to still install KerbinSide (the buildings/bases themselves). The Interim release archive was the Konstructs framework.- 872 replies
-
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
So these operate like meta-contracts, providing a framework for the actual contracts that appear? -
What's that distant sound.... "MOOoooooooO!"
- 706 replies
-
- 1
-
-
- gameplay
- colonization
-
(and 1 more)
Tagged with: