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KSP2 Release Notes
Everything posted by Beetlecat
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Oh -- I see, they have unique names. The one I was using for Ven's was simply named "WindowShine.cfg" and overwrote the main mod file. The others are unique.
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What's a good method for integrating multiple support cfgs-- just merging the data from each into a main WindowShine.cfg?
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Don't we already have that with KSP itself? I could certainly see having a meta simulator within the simulator...
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
Awesome! AlphaAsh -- still having any thoughts on adjusting/removing the lights on the West end of the runway? I'm envisioning quite a few of my returning test flights needing *just* a bit more room past the runway...- 2,488 replies
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Beetlecat replied to tajampi's topic in KSP1 Mod Releases
That really spoils the illusion of scale... Ship spotlights used to do this as well, if I recall. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Beetlecat replied to nli2work's topic in KSP1 Mod Releases
My dream is that 1.1 re-energizes all sorts of authors to update their mods. This one in particular. -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Beetlecat replied to Beale's topic in KSP1 Mod Releases
Is the tank drain priority/sequence something determined by the engine? I was going to play with fuel lines or TAC Fuel Balancer, but you've provided an even better solution. Thank you! -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Beetlecat replied to DasPenguin85's topic in KSP1 Mod Releases
Oh Jeeze -- no worries and no explanation needed. *Life* always gets in the way, but thank you for being open about what's going on. I'm sure we all sympathize (some literally). Looking forward to the new developments! -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Beetlecat replied to Beale's topic in KSP1 Mod Releases
What a cool part set. Simple yet well done. I'm having a heck of a time getting a stable X-1 to fly, though. My CoM must be moving like crazy after liftoff, or I'm using the wrong wings/tail bits. Any example craft that fly well? -
parts [1.2] Karibou Expedition Rover [0.3.0]
Beetlecat replied to RoverDude's topic in KSP1 Mod Releases
Don't we have VTOL engines with the freight transport pack? -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Beetlecat replied to Beale's topic in KSP1 Mod Releases
Hooray! Now to break out the kerb paint... -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
Re: Air Race So how long before we're able to follow a racing "contract" with waypoints at each of the gates? --or is this already a thing?- 2,488 replies
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Something like that...I'm hopping back into using it (and Scatterer!) again, and seem to get some FPS back by dialing AA down in the game settings, but not sure what the best practice would be to smooth the image out a bit. I still need to remove a few part packs to get clouds back, but Scatterer alone just gives it so much depth. No lines at all in OpenGL. Thank you so very much!
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I'm delighted to find these, too! I'm hoping 1.1 brings everyone back out of the woodwork to update/maintain their mods, as we'll soon be able to USE THEM ALL!
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
Beetlecat replied to ev0's topic in KSP1 Mod Releases
My biggest distraction when using the CTT is now addressed! Thank you. -
Wow! While that technically doesn't make any sense (there must be something lingering in a config attached to that game name) the technospirits are not easily appeased and we have to save our "understanding" for another day.
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Hooray! I keep forgetting this mod is the the /dev thread rather than releases. It's such a subtle thing that makes a huge difference when playing. Especially if there are clouds.
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