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Beetlecat

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Everything posted by Beetlecat

  1. *THANK YOU* for poking at those. That is one of the packs I've been missing most, lately. These new props in SXT come close to replacing them, but those things had some serious style...
  2. Ah! nice. Oh, btw-- the links on your topic first post seem to just point to the forums in general, not any download links. are they pulled for the moment?
  3. What do you use for props on those craft (the osprey too...)? Firespitter? Does that allow custom # of blades & diameter?
  4. Basically-- you just hit R and they are already *are* maneuver engines...
  5. Ha! Awesome! I should certainly add that I was thinking about this feature in RealChutes (I meant to mention it), but I'm looking forward to seeing how it works here. Very cool!
  6. Cool idea! I rather like it. This would go great with something like the parachute deploy on ground contact such as with drag chutes.
  7. Apparently not directly. Or at least "not yet" -- it would be a cool alternate/visual to realchute's deployment scheme.
  8. The current UI (especially with editor extensions/filters) renders this mod largely moot. Are there specific aspects you're hoping to achieve?
  9. Oh man -- yes. I'm assuming the auto-wheel align doesn't also twist laterally (haven't tried)? The Retro-Future pack had some of those, IIRC. I hope that guy comes back.
  10. Haha! Awesome thing for today Thanks Nazari!
  11. !!!!! Wait, can I say this again? !!!!
  12. Heh... It was a lightly "kidding" question about the lights, but a large number of aircraft users will have the same thoughts. I like the idea of having them, though -- maybe space the whole array way, way out, and leave a path down the middle (with a nice shrubbery!)? That would solve the not-enough runway issue.
  13. Many (loads of) mods are happily on CKAN but may be temporarily hidden as "incompatible" due to the recent version updates to KSP. I don't know who submits the a-okay to the CKAN feed, but it may have to do with the Kerbalstuff listing, for one.
  14. Thanks for the fast update! I'm not sure thanks for the array of lights at the West end of the KSC main runway... My stopping distance sometimes exceeds even the already-very-generous runway...
  15. Oh -- odd. I had that same experience, but assumed I had mis-installed something. I'll try again later to confirm whether or not I can duplicate that. The version I grabbed was from Kerbalstuff.
  16. Wouldn't it actually be louder (or only audible in) in IVA?
  17. That's a wee bit dramatic...
  18. Awesome update! Thank you tajampi! The IVA glare was a thing that bugged me, too.
  19. @smjjames: I can't quite tell what the first images are -- are those deployable floats? (USI?) The *actual* water as a substance/surface is still really, really off in this game. This mod makes it markedly less like a lethal brick wall, but it's still a long ways from being a fun place to land.
  20. Awesome! Though the obvious joke is that we hardly need a mod to introduce random launch failure situations, but I *do* get the difference. It'll be good to actually *need* the abort button.
  21. Oh whew! I thought I was going crazy. I finally got the network up, the testing countdown began, I shut the game down for a few days (work, etc. bah!) And now this morning it seems to tell me that CommSat III needs to not be CommSat III or some such...
  22. The jets themselves glow a bit on the inside with the shader, but that would be the only real "light" effect, typically (except for some afterburner flame)?
  23. That's my understanding as well -- Plus it wouldn't make sense for unity 5 to be *more* limiting, right? So what this means is that treads in U5 can be ENORMOUS! I fully expect someone to mod the crawlerway crawler for VAB launches.
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