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Mecripp

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  1. If your using windows open notepad copy what i posted then file and save as it will show *.txt name it what ever and at .txt change to .cfg have fun
  2. You just make a text file and add this @PART[*]:HAS[@MODULE[MuMechModuleHullCameraZoom],!MODULE[JSIExternalCameraSelector]]:Final { MODULE { name = JSIExternalCameraSelector cameraContainer = CamTransform cameraIDPrefix = ExtCam } } then save the text file in the format of cfg and then drop the cfg in your gamedata folder , I make a folder called ZZZPatches and put all MM's in it and like i said if that dont work would need to find the transformer name on the part also there is anther good cam mod called Docking cams thats good to use https://forum.kerbalspaceprogram.com/index.php?/topic/184038-112x-docking-camera-kurs-style-re-adopted-fixed-in-19/#comment-3589894
  3. Guessing your also use RPM mod also you need to find the transform name that Hullcam uses then you could just write a MM patch to add to cams this is what you would add MODULE { name = JSIExternalCameraSelector cameraContainer = CamTransform cameraIDPrefix = ExtCam } top is ASET cam there was 1 in RPM mod bottoms is HullCam MODULE { name = MuMechModuleHullCameraZoom cameraName = #autoLOC_HULL_PM_014 //Pictozoom 2000 cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0.00, 3.00, 0.00 cameraFoVMax = 60 cameraFoVMin = 0.0005 } I thought there was a patch for them long time ago
  4. 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
  5. 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
  6. they all still work and also there is https://forum.kerbalspaceprogram.com/index.php?/topic/195546-112x-kre-kerbal-reusability-expansion/ thst has some nice ones I still use bobcats AmericanPack landers for rovers
  7. 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
  8. Here was a in game plugin https://forum.kerbalspaceprogram.com/index.php?/topic/112317-18-amazing-curve-editor-13/
  9. Downloads still work for me https://forum.kerbalspaceprogram.com/index.php?/topic/160487-official-parttools/ you sure you went to right place ?
  10. 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
  11. Did you check the ksp wiki maybe https://wiki.kerbalspaceprogram.com/wiki/Module
  12. 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
  13. I will look around i might have some old craft files
  14. 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
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