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AtomicTech started following Mecripp
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Combining Waterfall with SmokeScreen?
Mecripp replied to NullPointerException's topic in Add-on Discussions
see if this helps https://forum.kerbalspaceprogram.com/index.php?/topic/59710-hotrockets-particle-fx-replacement-tutorial/ Edit- looking at restocks cfgs you might use them with alittle edit might be fastest way there just might be alittle scale or placing might need fix but looks like you would just need to first fix the @part ( needs or for ) and give it a try might be some name changes- 7 replies
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Combining Waterfall with SmokeScreen?
Mecripp replied to NullPointerException's topic in Add-on Discussions
Did you not look in the spoiler post and really realplume dont have anything to do with smoke there just CFG or patches the smoke is coming from the plugin smokescreen and the plumes for that fact realplumes does point to assets that hotrocket used and they add to realplumes long ago EDIT- if you look at realplumes cfgs you will see You could and // them lines out and try to write a patch to add the stock smoke to all engines but not sure if that works on ModuleEnginesFX engines but it would be much faster and easy the other way someone would have to edit all the files think there was 35 of them and add what i post on monday in the spoiler EDIT-2- 7 replies
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Combining Waterfall with SmokeScreen?
Mecripp replied to NullPointerException's topic in Add-on Discussions
What waterfall FX you use ? like restock or just stock ? I'm guessing just stock has how they write there patches are harder to read because they split it up into more patches which i think is crazy but o well give me a engine you would like to use in short from what i can see the stock waterfallFX is missing- 7 replies
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[INFO] KSP floatCurves and you - the magic of tangents.
Mecripp replied to Taverius's topic in Add-on Development
Here was a in game plugin https://forum.kerbalspaceprogram.com/index.php?/topic/112317-18-amazing-curve-editor-13/ -
Writing nodes in the CFG vs. in Unity
Mecripp replied to bigboibru's topic in General Mod Development Help and Support
You dont have to set the nodes up in unity all thats done is in the cfg but some mods do set them up in unity -
Did you check the ksp wiki maybe https://wiki.kerbalspaceprogram.com/wiki/Module
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toolbar plugin says there 3 sats visible but no data and on the part says no sats visible so no data Edit- Don't worry about it , I'll just uninstall mod all good
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Mecripp replied to Climberfx's topic in Add-on Releases
I will look around i might have some old craft files- 194 replies
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Mecripp replied to Climberfx's topic in Add-on Releases
Copy all files and put them in ksp/ships/sph folder If there going into a save game ksp/saves/your save game name/ships/SPH- 194 replies
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Having alittle problem with this mod any help log file (removed) pictures (removed)
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Looking for a mod to put logos on parts
Mecripp replied to king of nowhere's topic in Add-on Discussions
Here are a couple https://forum.kerbalspaceprogram.com/index.php?/topic/194802-18-111-conformal-decals-028-decals-done-the-right-way/&ct=1628533463 or https://forum.kerbalspaceprogram.com/index.php?/topic/154127-18x-19x-nebula-space-engineering-decals-continued/ -
A great mod to add with this mod https://forum.kerbalspaceprogram.com/index.php?/topic/196726-110-starlink-satellite-pack-110-2020913/
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close thing i think you will get is https://forum.kerbalspaceprogram.com/index.php?/topic/173008-181-112x-modular-launch-pads-v220-launch-clamps-evolved-real-style-launch-bases-and-towers-5-july-2021/