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KSP2 Release Notes
Everything posted by Beetlecat
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Beetlecat replied to ferram4's topic in KSP1 Mod Releases
You'll find this to be a non-starter. In other news, B9 has been updated? Pre-release?- 14,073 replies
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- aerodynamics
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[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
Beetlecat replied to MasseFlieger's topic in KSP1 Mod Releases
I especially like the career-friendly approach of instrument upgrades. Too bad it has to be completely separate cockpits, but that's the obvious method to do it. Another could be the fuel-switcher tweak menu in the SPH/VAB, but that's not likely something that would affect IVAs, right? [edit] -- it also appears that, as of the 5.0 version, none of the other cockpits are now present in this pack (especially the KN-2). -
And we can all agree that KSP falls under Maritime Law. I love the ease of CKAN, and use it extensively. I also find myself maintaining oodles of mods the old fashioned way (one folder at a time). Ferram's concerns and the resulting conversation is compelling, since it factors in thoughts I have about CKAN even as just an end-user. It's extremely powerful and sophisticated, but at the same time remarkably limiting; It's the combination of hands-off automation, and *additional* manual effort needed by users and maintainers that's contributing to the issues being described. Splitting the rest of my gaming time with silly adventures like Skyrim, I've come across tools like Mod Organizer. The core functionality (and data model) is much different, but it's a true swiss army knife for managing any kind of user-contributed content/mods. The ability to install from within the "network" as well as manage purely local (manual) installs is terrific. Does CKAN need to remain an all-or-nothing approach? Can its features extend to support local installs of stuff--with collision detection for mods that CKAN eventually picks up?
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Bwahaha! Thanks for the re-do!
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Pretty as a picture!
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Cool -- Thanks for fixing that. They may be designated internally starting with zero, but they're activated 1-to-0 due to the keyboard.
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Oooh! Time for the kerbinside air races to put down some water (above and below the surface) courses.
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Upgrade? Uprange? Upgrange? Upgauge? I can't wait to plug this in to the MK1!
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
Beetlecat: I want to say one word to you. Just one word. BobsYerUncle: Yes, sir. Beetlecat: Are you listening? BobsYerUncle: Yes, I am. Beetlecat: Airbrakes. BobsYerUncle: Exactly how do you mean? Beetlecat: There's a great future in airbrakes. Think about it. Will you think about it? -
I'm liking the look of these! I'll try out the current latest on the OneDrive but looking forward to the new release.
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parts [1.2] Karibou Expedition Rover [0.3.0]
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
Now I want to experiment with an IR hinged trailer... anyone try this yet? -
@Avera9eJoe: Since it was (largely?) a compilation, any chance for a deliberate recipe that we could follow to achieve the same results? We can certainly just grab parts of Proot's and Astronomer's stuff, etc. It's about as exciting as a paint-by-numbers, but I'd certainly like to see what you came up with just the same.
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So by "Capsule external lights" not working [in the first post], this means the light-up windows & canopies in many new-ish cockpit and crew parts won't "glow" through the shine, right? Makes me wonder if there isn't a way to toggle shininess upon hitting the light switch...
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Re: b9 stuff: isn't there only so much you can do with kerbal-ized versions real-world equipment? Things are bound to look a bit similar. B9 was a huge influence in tone and style for many later parts mods and Squad-released parts as well (and the "complex" overlap between the two ;D) and I'd consider them emulating, rather than outright copying. Regardless, thank you for your efforts and I'm really looking forward to trying some floating and (purposefully) sinking craft!
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
Definitely some time-turner activities at work. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Beetlecat replied to SuicidalInsanity's topic in KSP1 Mod Releases
Those thumbs.db files are image indexes that windows creates. They're mostly harmless.- 1,520 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Beetlecat replied to SuicidalInsanity's topic in KSP1 Mod Releases
@SuicidalInsantiy -- CKAN seemed to drop the GameData and Ships folders into the GameData/Mk2Expansion, rather than up two levels so they could integrate properly. It worked fine for the previous version. --also it seems like there was a further GameData/CommunityResourcePack within the newly contained gamedata folder. Rather self-recursive!- 1,520 replies
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