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KSP2 Release Notes
Everything posted by Beetlecat
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
[quote name='AlphaAsh']v0.9.5.0 is available from [URL="https://kerbalstuff.com/mod/165/Kerbal%20Konstructs"]KerbalStuff[/URL]. It's fairly obvious that KSP 1.0.5 has broken Kerbal Konstructs, based on the reports I'm getting and more extensive testing. I cannot guarentee the stability of the mod at the moment and I'm struggling to track down these new issues. KK has always been something of a "hack" and what seem like unrelated changes to KSP have a tendency to impact KK more than they do some other mods that the API is better suited to work with.[/QUOTE] Ugh. So sorry to hear about this. With 1.1 on the horizon, efforts may be better spent there and just let KK be for a moment. I had an amusing anecdote about installing kerbinside / air race and flying over to the start only to smash into an invisible wall at the starting gate. It was awful and triumphant at the same time I was trying 1.0.5 and x64 hack, so not expecting a bee-free experience.- 872 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Beetlecat replied to Ven's topic in KSP1 Mod Development
I'd love to have the "old" Mk-1 cockpit live on in this version. -
The main gist is that intake air has been hidden as a resource and instead engines have an "air needs met" condition that for now is only shown on the right-click part display.
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Any thoughts on the new air requirement vs. intake air resource for jet engines? Is it a simple switch to a different active variable with a 0-100% range? I don't know how multiple intakes at various angles affect things, but it would be nice to know how current AOA is affecting performance, for instance. Cheers for the updates!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Beetlecat replied to Ven's topic in KSP1 Mod Development
Assuming that things like the Mk-1 and jet engines are obviously going to be oddly affected. -
Hooray! Thank you.
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[1.1] Stock jet Turbines resurrected
Beetlecat replied to Bloody_looser's topic in KSP1 Mod Releases
Restating: The COM *doesn't* move -- it just becomes more obvious where it sits because of the visual model? Rad. -
Hooray! Congrats on still being one of the most awesome mods.
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[1.1] Stock jet Turbines resurrected
Beetlecat replied to Bloody_looser's topic in KSP1 Mod Releases
Bloody_winner, you mean! Cheers, you! -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
Beetlecat replied to jrodriguez's topic in KSP1 Tools and Applications
With no wish to come across as insulting -- I would seriously suggest finding a 7zip utility and get that issue handled long before you manually override x64 limits on Kerbal mods. The unarchiving software should be the *easiest* part of this process. -
[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
Ideally, that's the "goal" of a mod like this--to serve as community-sourced workaround and model for potential permanent fixes. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Beetlecat replied to Ven's topic in KSP1 Mod Development
And now... 1.0.5. Something tells me I'm going to miss the basic jet replacement from the stock revamp pack, among others. -
[1.0] TurboNisuReloaded - Stock-a-Like Parts Pack [06/05/15]
Beetlecat replied to a__gun's topic in KSP1 Mod Releases
Thank you for not just lurking in this case. Excellent mini-fix! And thanks for all the other interest and upkeep. Great community KSP has here. -
More options is not worse -- as long as we can mix and match between them. I'm rather fond of the Mk1 cockpits from this pack (three different variants): http://forum.kerbalspaceprogram.com/threads/96148-V5-0-RC1-released-AeroKerbin-Industries-Modified-IVAs but like what IVA Upgrade does, as well.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Beetlecat replied to helldiver's topic in KSP1 Mod Releases
I'm more than happy to wait for this. The KSO is such a beautifully stock system and FUN! Looking forward to the return--when ram will be less of an issue. -
I'd think a far simpler tool like Nexus Mod Manager would be best in this situation. You can overwrite willy *AND* nilly. It's configurable for most any game that uses a mod folder structure. Games like Rimworld or Starbound have some fun mods, but the community & infrastructure are nowhere near big enough to support an entire network.