-
Posts
2,517 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Beetlecat
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Beetlecat replied to ferram4's topic in KSP1 Mod Releases
It sounds like that changed feature is working as intended!- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
This makes me wonder if after "sinking" the gear like that, you raise the craft back above the ground (using vtol or hack-gravity) that the wheels may work once they come in contact with the ground again? The attempted fixes a few posts back seem to indicate that the collisions are disabled during the animation or some such.
-
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Beetlecat replied to nli2work's topic in KSP1 Mod Development
The Tug is great! It's beginning to remind me of the tugs from Independence War 2. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Beetlecat replied to nli2work's topic in KSP1 Mod Releases
Cool -- Thank you! And thanks for continuing to work on this during your "break" from working on this. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Beetlecat replied to nli2work's topic in KSP1 Mod Releases
Do we still need to swap out the DRC patch in the archive for the one linked in the first post? -
A brief note about the new ATM and a weird issue when compressing RetroFuture: I'm *still* in the process of building my new cache (started around mid-day and have been re-starting the game off and on and making good progress) and noticed it would choke on every third item or so in the RetroFuture pack. So much so, that I took out everything not needed by the process from the gamedata folder just leaving RetroFuture (and things after it) and it would still crash the game after every few components. After a dozen+ restarts, it eventually did finish, and movd on to the Squad folder, and it's been processing that non-stop for while. Just figured I would throw this out in case others are noticing that same thing, or if there's something that nli2work should be aware of. Fingers crossed!
-
[0.25] Astronomer's Visual Pack - Interstellar V2
Beetlecat replied to Astronomer's topic in KSP1 Mod Releases
That happens to me when I spin around and face the sun from the runway, for instance. I'm running quite a few mods, so it may be nearing the upper limit. Shoot. -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
Beetlecat replied to MasseFlieger's topic in KSP1 Mod Releases
One of my most loved cockpits. Thanks for doing this one! -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
You just have to break them off the sprue and sand off the connection point so the nodes will line up properly... -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
I just tried this out for a bit and I really love the near future props. Those displays are great! The rear seat positions have a hard time reaching the panels to the extreme right or left (depending). I'd also echo a request for a single RPM display somewhere for navutils. [edit: re-read the first post -- you're on it!] And as for one of your items: Could the cockpit "bumps" be turned into intakes with a surface part that snaps on the front, rather than changing them altogether? Thanks for this great part set! -
[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
Beetlecat replied to codepants's topic in KSP1 Mod Releases
Hooray! But please keep the finely crafted prose of the current science logs. Some of them are downright hilarious. -
But think about why we are voting for it? Because neither of the other two options suits our response.
-
That reminds me of something I hope can be implemented one day: defining "surfaces" that kerbals can walk on that can be on craft in motion -- like the floor of a cargo bay (or back of a truck)... but this isn't for this mod.
-
KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
Beetlecat replied to malkuth's topic in KSP1 Mod Releases
Hooray! Thanks for taking this on, Malkuth! It's always been one of my favorite "useless" mods. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
While the nodes are stylistic choices, it would be nice to allow us to re-purpose them. Can stuff be clip-attached to the surface? even without a node? -
Looking forward to trying this. Managing / controlling multi-engine VTOLs has been quite a challenge
-
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Beetlecat replied to Nertea's topic in KSP1 Mod Releases
Beautiful stuff!! What scale are these compared to the OTP? Any chance they snap together well? You mod makers are spoiling us. .26? -- tsk tsk... -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Beetlecat replied to nli2work's topic in KSP1 Mod Releases
I just double checked that I was using the *correct* craft files, and the new bumblebee config is there, but the intakes on the wings are at 400% --is this intended? The utility port and lights in the bay are also at 400% scale; Science Drone: Intakes, gear, and tail cones; YF-21: Intakes and gear. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Beetlecat replied to nli2work's topic in KSP1 Mod Releases
Hooray! Thanks for the update. Looking forward to that new command module ;D Say -- the scale on a few of the your parts is way off when I load your stock craft. Is there a tweakscale config I need to reset or re-do? This happened before but I thought it may have been due to a tweakscale update I did with already in-game craft. -
If you're suggesting a "cardboard" node branch, for instance, to work in the context of the bargain parts, then they won't have any function for people not using that mod. We'd need something like Module Manager for the tree itself to add/modify nodes per-mod.