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Everything posted by Beetlecat
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Beetlecat replied to FreddyPhantom's topic in KSP1 Mod Development
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? -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Beetlecat replied to FreddyPhantom's topic in KSP1 Mod Development
What do you use for props on those craft (the osprey too...)? Firespitter? Does that allow custom # of blades & diameter? -
Basically-- you just hit R and they are already *are* maneuver engines...
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RoboBrakes v0.4 - Now with Thrust Reverser Support!
Beetlecat replied to wrcsubers's topic in KSP1 Mod Releases
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! -
RoboBrakes v0.4 - Now with Thrust Reverser Support!
Beetlecat replied to wrcsubers's topic in KSP1 Mod Releases
Cool idea! I rather like it. This would go great with something like the parachute deploy on ground contact such as with drag chutes. -
[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
Beetlecat replied to seanmcdougall's topic in KSP1 Mod Releases
Apparently not directly. Or at least "not yet" -- it would be a cool alternate/visual to realchute's deployment scheme. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Beetlecat replied to BlackNecro's topic in KSP1 Mod Releases
The current UI (especially with editor extensions/filters) renders this mod largely moot. Are there specific aspects you're hoping to achieve? -
[WIP][1.0.2] Mk2 SR-71 - FantomWorks
Beetlecat replied to FreddyPhantom's topic in KSP1 Mod Development
HEE HEEE!! I love this idea. -
Haha! Awesome thing for today Thanks Nazari!
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[1.1] Improved Chase Camera v1.6 (Apr 23)
Beetlecat replied to BahamutoD's topic in KSP1 Mod Releases
So now who added a additional entry in CKAN? -
!!!!! Wait, can I say this again? !!!!
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
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.- 2,488 replies
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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.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
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...- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Beetlecat replied to AlphaAsh's topic in KSP1 Mod Releases
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.- 2,488 replies
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[1.12.x] Docking Sounds!! v2.1.13 (1/30/2023)
Beetlecat replied to tg626's topic in KSP1 Mod Releases
Wouldn't it actually be louder (or only audible in) in IVA?- 137 replies
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That's a wee bit dramatic...
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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
Awesome update! Thank you tajampi! The IVA glare was a thing that bugged me, too. -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
Beetlecat replied to ferram4's topic in KSP1 Mod Releases
@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. -
[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
Beetlecat replied to stevehead's topic in KSP1 Mod Releases
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. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Beetlecat replied to nightingale's topic in KSP1 Mod Releases
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...- 557 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
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)?