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Beetlecat

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Everything posted by Beetlecat

  1. [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.
  2. Oh wow. Just stumbled onto this thread after using Pilot Assistant for some time. If only it could use Waypoint Manager's info...
  3. I'd love to have the "old" Mk-1 cockpit live on in this version.
  4. 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.
  5. Er -- haven't tested the above patch yet, but did you look at thgjerde's patch a few posts before yours?
  6. 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!
  7. Assuming that things like the Mk-1 and jet engines are obviously going to be oddly affected.
  8. Restating: The COM *doesn't* move -- it just becomes more obvious where it sits because of the visual model? Rad.
  9. Exactly. A modded version of the new Mk-1 with the nose node (node node?) is perfect for EVERYBODY.
  10. I'm sure CKAN will eventually catch up once this mod is hand-declared for updated KSP versions. In the mean-time, easy-mode install still works best. Speaking of which, I'm going to try it out on 1.0.5. Anyone else have luck with it yet?
  11. Give it a go! I'm going to wrap up my 1.0.4 game of Better than Starting Manned, but I'll jump into the main game with everyone else soon enough. This is one of my must-have mods, for sure.
  12. 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.
  13. Ideally, that's the "goal" of a mod like this--to serve as community-sourced workaround and model for potential permanent fixes.
  14. And now... 1.0.5. Something tells me I'm going to miss the basic jet replacement from the stock revamp pack, among others.
  15. 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.
  16. Now this is cool. A more technical approach than the "test weights" mod. Looking forward to trying this.
  17. 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.
  18. 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.
  19. This mod combined with science alert makes the science grind actually enjoyable! Thank you so much. Do listings populate dynamically? for example -- new Outer Planets biomes, etc.
  20. 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.
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