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Everything posted by Mecripp
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[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
Mecripp replied to JPLRepo's topic in KSP1 Mod Development
It don't from what, I see but would DR or realheal help for that in some want or maybe you can brain storm a plugin for it well know, I think about don't think they take that the light side as being hotter then the dark side could you tie into like suncatcher or the suntracker to + heat or - heat ? or if you have used planetshine not sure how it tells what side to shadowed and brighten but that would really be nice. -
[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
Mecripp replied to JPLRepo's topic in KSP1 Mod Development
Well isn't the side facing the light around 120+ c and the dark around a -150 c here is a page http://science.nasa.gov/science-news/science-at-nasa/2001/ast21mar_1/ might be more then the plugin can do or ksp. -
Think, I'm on a bad trip hehe to funny is it going to have RPM's ?
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[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
Mecripp replied to JPLRepo's topic in KSP1 Mod Development
Always wanted climate control for ksp thanks will try. EDIT- You going to add any heat radiator ? ZZZ has alot of parts you can use http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-%28and-other-strange-things%29 -
One could have took it as attaching to a part EDIT- Hoping KospY could give alittle more info for use not so smart people on using KIS for mods like ASET PRC know, I'm missinf something. Here is what, I got { name = ASET_PRC_Bumper module = Part author = Alexustas scale = 1 rescaleFactor = 1 MODEL { model = ASET/PRC/KRoverBumper } node_stack_ToPlatform = 0.0, -0.02101165, -0.230, 1.0, 0.0, 0.0, 0 //node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, 1.0, 0.0, 0 //node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = composites entryCost = 5800 cost = 520 category = Structural subcategory = 0 title = ASET PRC Bumper manufacturer = ASET description = attachRules = 1,0,0,0,0 // --- standard part parameters --- mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 400 MODULE { name = ModuleAnimator animationName = Deploy_RoverBumperAnim //Name of the animation from the model guiEnableName = Deploy Bumper //Part tooltip name to display for deployment guiDisableName = Retract Bumper //Part tooltip name to display for retraction animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good) oneShot = false //If the animation can only be played once activeEditor = true //If the part toolitp is visible in the editor activeFlight = true //If the part tooltip is visible in flight activeUnfocused = true //If the part tooltip is visible from EVA unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA } MODULE { name = ModuleKISPartMount bayNodeName = ToPlatform allowedPartName = ASET_PRC_Platform allowedPartName = ASET_PRC_Platform sndStorePath = KIS/Sounds/containerMount } MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = suncatcher pivotName = solarPivot isBreakable = false resourceName = ElectricCharge chargeRate = 0.5 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 45 } }PART { name = ASET_PRC_Platform module = Part author = Alexustas MODEL { model = ASET/PRC/KRoverPlatform } scale = 1 rescaleFactor = 1 node_stack_WFL = 0.44, -0.00355, 0.70442, -1.0, 0.0, 0.0, 0 node_stack_WBL = 0.44, -0.00355, -0.39021, -1.0, 0.0, 0.0, 0 node_stack_WFR = -0.44, -0.00355, 0.70442, 1.0, 0.0, 0.0, 0 node_stack_WBR = -0.44, -0.00355, -0.39021, 1.0, 0.0, 0.0, 0 node_stack_FrontBumper = 0.0, -0.01848, 0.66876, 1.0, 0.0, 0.0, 0 node_stack_BackBumper = 0.0, -0.01848, -0.352, -1.0, 0.0, 0.0, 0 node_stack_top = 0.0, 0.03, 0.17424, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.03, 0.17424, 0.0, 1.0, 0.0, 0 //node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = composites entryCost = 5800 cost = 400 category = Structural subcategory = 0 title = ASET PRC Platform manufacturer = ASET description = attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 400 MODULE { name = ModuleAnimator animationName = DeployRoverPlatformAinm //Name of the animation from the model guiEnableName = Deploy Platform //Part tooltip name to display for deployment guiDisableName = Retract Platform //Part tooltip name to display for retraction animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good) oneShot = false //If the animation can only be played once activeEditor = true //If the part toolitp is visible in the editor activeFlight = true //If the part tooltip is visible in flight activeUnfocused = true //If the part tooltip is visible from EVA unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA } MODULE { name = ModuleKISPartMount bayNodeName = top bayNodeName = WFL bayNodeName = WBL bayNodeName = WFR bayNodeName = WBR bayNodeName = bottom bayNodeName = FrontBumper bayNodeName = BackBumper allowedPartName = ASET_PRC_Seat allowedPartName = ASET_PRC_Wheel allowedPartName = ASET_PRC_Wheel allowedPartName = ASET_PRC_Wheel allowedPartName = ASET_PRC_Wheel allowedPartName = ASET_PRC_Bumper allowedPartName = ASET_PRC_Bumper sndStorePath = KIS/Sounds/containerMount } MODULE { name = FlagDecal textureQuadName = FlagPlate } MODULE { name = FlagDecal textureQuadName = FlagPlate1 } }PART { name = ASET_PRC_Wheel module = Part author = Alexustas MODEL { model = ASET/PRC/KRoverWheel } scale = 1 rescaleFactor = 1 node_stack_wheelmount = 0.3064924, 0.06158525, 0.0, 1.0, 0.0, 0.0, 1 node_stack_bottom = 0.3064924, 0.06158525, 0.0, 1.0, 0.0, 0.0, 1 node_attach = 0.3941842, 0.06158525, 0.00, 1.0, 0.0, 0.0, 1 TechRequired = fieldScience entryCost = 5200 cost = 550 category = Utility subcategory = 0 title = ASET PRC Wheel manufacturer = ASET description = attachRules = 1,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 10 maxTemp = 600 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 //----------------------- Wheel Stuff --------------------------- MODULE { name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 1.0 canSteer = true controlAxisType = Forward steeringModeType = AutomaticSteer brakeTorque = 200 brakeSpeed = 0.6 impactTolerance = 200 overSpeedDamage = 60 WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = 1 rotateY = 0 rotateZ = 0 } steeringCurve { key = 0 16 key = 10 9 key = 30 2 } torqueCurve { key = 0 25 0 0 key = 20 10 0 key = 30 5 0 0 key = 34 0 0 0 } } //--------------------------Wheel Constraints--------------------------- MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = SuspArmMountAimLoc rotatorsName = K-WheelSuspension } CONSTRAINLOOKFX { targetName = K-WheelSuspension rotatorsName = SuspArmMountAimLoc } CONSTRAINLOOKFX { targetName = SuspMainCylinderLoc rotatorsName = SuspMainPistonLoc } CONSTRAINLOOKFX { targetName = SuspMainPistonLoc rotatorsName = SuspMainCylinderLoc } CONSTRAINLOOKFX { targetName = SuspDampeBottomLoc rotatorsName = SuspDamperUpLoc } CONSTRAINLOOKFX { targetName = SuspDamperUpLoc rotatorsName = SuspDampeBottomLoc } } MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = steering moversName = trackSteering } } //------------------- ANIMATION -------------------------------------------- MODULE { name = ModuleAnimator animationName = KRoverWheelRetractionAnim //Name of the animation from the model guiEnableName = Expand Wheel //Part tooltip name to display for deployment guiDisableName = Retract Wheel //Part tooltip name to display for retraction animationSpeed = 0.25 //Normalized speed of the animation (1 is usually good) oneShot = false //If the animation can only be played once activeEditor = true //If the part toolitp is visible in the editor activeFlight = true //If the part tooltip is visible in flight activeUnfocused = true //If the part tooltip is visible from EVA unfocusedRange = 5 //The range from which the part tooltip is visible from in EVA } //----------------- KIS ---------------------------------- MODULE { name = ModuleKISPartMount bayNodeName = wheelmount allowedPartName = ASET_PRC_Platform sndStorePath = KIS/Sounds/containerMount } }PART { name = ASET_PRC_Seat module = Part author = Alexustas MODEL { model = ASET/PRC/KRoverSeat } scale = 1 rescaleFactor = 1 node_attach = 0.0, -0.01452002, -0.2211618, 0.0, 0.0, 1.0 TechRequired = fieldScience entryCost = 8100 cost = 1200 category = Pods subcategory = 0 title = ASET PRC Command Seat manufacturer = ASET description = attachRules = 0,1,0,1,0 mass = 0.035 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 6 breakingForce = 20 breakingTorque = 20 maxTemp = 600 vesselType = Rover MODULE { name = ModuleAnimator animationName = KRoverCommSeatDeploy //Name of the animation from the model guiEnableName = Deploy Seat //Part tooltip name to display for deployment guiDisableName = Retract Seat //Part tooltip name to display for retraction animationSpeed = 0.1 //Normalized speed of the animation (1 is usually good) oneShot = false //If the animation can only be played once activeEditor = true //If the part toolitp is visible in the editor activeFlight = true //If the part tooltip is visible in flight activeUnfocused = true //If the part tooltip is visible from EVA unfocusedRange = 2 //The range from which the part tooltip is visible from in EVA } MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0, 1, 0.2 } MODULE { name = ModuleKISPartMount bayNodeName = attach allowedPartName = ASET_PRC_Platform sndStorePath = KIS/Sounds/containerMount } RESOURCE { name = ElectricCharge amount = 40 maxAmount = 40 } }PART EDIT- Can built it just you can get things out of place.
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It must be you having bad luck I played with PRC it still don't work like KAS did but all the modules for the animation still works or are you talking about on the kerbal ?
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Hope ALEX ASET lets you use his IVA he is working on what he posted here http://forum.kerbalspaceprogram.com/threads/54925-WIP-ALCOR-Advanced-Landing-Capsule-for-Orbital-Rendezvous-by-ASET-%28UPD-30-06-2014%29?p=1822139&viewfull=1#post1822139
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Have you thought about just rescale the landing gear ? EDIT- Besides whats in B9 big pack http://forum.kerbalspaceprogram.com/threads/92630-0-90-B9-Aerospace-Release-5-2-8-%28updated-30-12-14%29 or KAX http://forum.kerbalspaceprogram.com/threads/76668-0-24-Kerbal-Aircraft-Expansion-%28KAX%29-v2-2-2-Hotfix and Adjustable Landing Gear http://forum.kerbalspaceprogram.com/threads/99660-0-25-Adjustable-Landing-Gear-v1-0-4%28doors-fixed%29-Nov-14 and Retro Future v1.7.2a http://forum.kerbalspaceprogram.com/threads/84054-v0-90-v-25-Transparent-Pods-v1-2-2-for-KSP-v0-90 I can't think of much.
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[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
Mecripp replied to Albert VDS's topic in KSP1 Mod Releases
Thanks again -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
Mecripp replied to Albert VDS's topic in KSP1 Mod Releases
That folder is empty blackheart -
You need to delete the ATM config or modify it to exclude the RPM monitors or delete the config
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One time showed some computer stuff in there but on the wiki EDIT- I use it for LS going to see if can make it to EVE or Duna flyby
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WOOHOO !!! Kerbal dances
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NO NO NO come on dragon pod you can do it
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OMICRON - Flying Space Car Development Thread
Mecripp replied to Climberfx's topic in KSP1 Mod Development
Thats pretty cool and on the body like the mod ASET ERS he's using JSI to add or change flags and # plates on the pod and has a nice on glass hud. -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Mecripp replied to alexustas's topic in KSP1 Mod Development
You don't have to use twewakables with the Vanguard plugin there you can change the color in flight will look at the docking ports bet there looking at the wrong path. EDIT- Here is a fix for the docking ports with lights just renamed the paths https://dl.dropboxusercontent.com/u/72893034/ASET_DockingPorts.zip -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Mecripp replied to alexustas's topic in KSP1 Mod Development
Whats wrong with them ? -
OMICRON - Flying Space Car Development Thread
Mecripp replied to Climberfx's topic in KSP1 Mod Development
Hope it has a good hood ornament, Looking like But the ION Engine one would be like -
Think AIES http://forum.kerbalspaceprogram.com/threads/35383-0-21-1-AIES-Aerospace-v1-4-2 and Monkey Business http://forum.kerbalspaceprogram.com/threads/111669-0-90-Monkey-Business-Inc also maybe Tantares http://forum.kerbalspaceprogram.com/threads/81537-0-90-Tantares-Stockalike-Soyuz-and-MIR-20-1-02-04-2015-KIS-Fix and looking for one that starts with a HGR http://forum.kerbalspaceprogram.com/threads/60974-Home-Grown-Rocket-parts%28HGR%29-Update-Jan-14-better-visibility-and-mod-support.
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Portable Rover Components. New project from ASET. (up 29/07/14)
Mecripp replied to alexustas's topic in KSP1 Mod Development
Deltac looks like you tried a different way then, I did may we can both play around with it and get it to work ? Here, I posted what, I have for KIS using this it don't work like KAS did so, I'm guessing, I missed something http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-2?p=1827607&viewfull=1#post1827607 If I get it work right will post a patch. -
O Atlas why not a whole rocket
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Bored 3D Modeler looking for a challenge..
Mecripp replied to Cryocasm's topic in KSP1 Mods Discussions
You great work DennyTX be nice to have some of this stuff you have made in game -
Portable Rover Components. New project from ASET. (up 29/07/14)
Mecripp replied to alexustas's topic in KSP1 Mod Development
Top of the page got it in stock or firespitter http://forum.kerbalspaceprogram.com/threads/86343-Portable-Rover-Components-New-project-from-ASET-%28up-29-07-14%29?p=1568811&viewfull=1#post1568811