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KSP2 Release Notes
Everything posted by Mecripp
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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
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yes then rotate back and save has dds
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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
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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
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Combining Waterfall with SmokeScreen?
Mecripp replied to NullPointerException's topic in KSP1 Mods 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 KSP1 Mods 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 KSP1 Mods 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 KSP1 Mod 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 KSP1 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 KSP1 Mod Releases
I will look around i might have some old craft files- 211 replies
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[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Mecripp replied to Climberfx's topic in KSP1 Mod 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- 211 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 KSP1 Mods 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/
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Your link is bad try again
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Why wouldnt it work its just parts and there are mods that use these parts in there mod
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Just a small edit of the CFG and it works fine
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Mod Request: Sea Dragon pls
Mecripp replied to Space Kerbalisation Tech's topic in KSP1 Mods Discussions
One could rescale it pretty easy if you want ? -
what is broke on it ? and did you see https://forum.kerbalspaceprogram.com/index.php?/topic/143414-121-mini-sample-return-capsule-bring-your-experiments-home-safe-v12-9nov2016/&do=findComment&comment=4012696
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I seen you done one of his mods but your is anther that has some nice parts https://forum.kerbalspaceprogram.com/index.php?/topic/97146-130-mobile-frame-system-mfs-v033-29052017/