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Mecripp

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Everything posted by Mecripp

  1. yep don't see why the other patches are not working. EDIT- Thats what you had just had a bad space and maybe wrong path, I think, Played with it to much to remember what was what. EDIT- Then there was a cfg in each texture folder. EDIT- Did you mean to write one for each ? as the one you had both and then a cfg for one of the same already on it for the kso showing in two of the cfg.
  2. There was a bad space and some wrong paths got it to change between the two textures but the news, I have hit and called names and it still don't want to work. EDIT- This will get the 2 to work https://dl.dropboxusercontent.com/u/72893034/FusTek_MMPatch_TextureSwitch.cfg.zip will get a hammer for the new one's
  3. Thats funny my node helper says it's 1.1.3.0 EDIT- Sent you a PM and lol just looking at top post it shows it 1.1.4 EDIT- LOL thanks glad you are up and running
  4. make a KSP/GameData/CIT_Util folder that has the CITUtil.dll and CIT_Util.version , License.txt all in it your nodehelper looks good but the CITUtil should have a folder. EDIT- just a fold CIT_Util and put those three files in it.
  5. What does your install path look like KSP/GameData/CIT The you have two folders in there CIT_Util and NodeHelper ?
  6. It only shows in VAB pretty sure you click the toolbar button and then right or left click the part and it opens a window.
  7. You might check this post http://forum.kerbalspaceprogram.com/threads/92393-0-24-2-MapResourceOverlay-for-Science-Karbonite-MKS-and-biomes-VERSION-0-2-7?p=1705789&viewfull=1#post1705789
  8. I didn't get anyone of those files maybe, I try and re-download it and see.
  9. You might try TweakableEverything http://forum.kerbalspaceprogram.com/threads/64711-0-90-TweakableEverything-1-8-For-all-your-part-tweaking-needs
  10. You Broke it only got the one can't change to any of them. EDIT- Isn't that what his did ?
  11. Yes it is and says so on the thread and here was a thread of zzz's work http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-%28and-other-strange-things%29?p=561059#post561059 EDIT- There are a couple of mods that use his parts.
  12. Leave the scale = 1 and just change the rescale = 2 EDIT- Really you can take the whole scale = line out of your cfg you just need the rescale = *** and if you need to fine tune it you can go rescale = 2.1 or 2.* what ever. EDIT- Scrap that, I see your problem. EDIT- Try something like
  13. Sorry, I did go back and seen your post but, I don't see the file in my download so not sure want it's doing.
  14. What you mean ? what problem are you having ? EDIT- Are you using a Mod that is pruning for you or are you moving or deleting stuff ?
  15. Have you asked on the RO thread ?
  16. There was two folders in the main folder that had Option kerbal scale and my guess RSS scale.
  17. No it don't your patch moves the nodes for the wheels and stuff also and not sure if it's your mod or anther with it installed not all the parts where showing up. EDIT- But Love your rover parts much thanks EDIT- And have them working all but the lights on the Lunokhod
  18. Just to clear that up alittle your MM would be +PART[dockingPortLateral] { @name = Your Part Name here and any changes you make } This would copy the part and added your changes.
  19. Would think you would need a plugin you might play around with this http://forum.kerbalspaceprogram.com/threads/28428-Orion-aka-Ol-Boom-boom and see if you can get a jet engine to do that.
  20. You might check out Munar Industries http://forum.kerbalspaceprogram.com/threads/109885-0-90-Munar-Industries-Modular-Fuel-Tank-Expansion-%28BETA%29 and AIES and FASA and you could make the RCS tanks into what fuel tanks you want and there was a low pro radial tanks but not founding the link. EDIT- And look for the thread for this for you
  21. Thought it was in the FASA Gemini Titan III-C MOL craft inside the MOL-E Equipment Module.
  22. I'm no good at adding nodes but try something like this and you can play with the nodes make a cfg that looks like this it will add a part named SnubOtron_2 +PART[sepMotor1]:Final { // --- general parameters --- @name = SnubOtron_2 @author = Ven // point part to new model !mesh = DELETE %scale = 1 %rescaleFactor = 1 !node_attach =DELETE %node_stack_top = 0.0, 0.0, -2.0, 0.0, -2.0, 0.0, 0 %node_stack_bottom = 0.0, 0.0, 0.2, 0.0, -1.0, 0.0, 0 %MODEL { %model = VenStockRevamp/Squad/Parts/Engine/Snubotron %scale = 1.25, 1.25, 1.25 } // --- Sound FX definition --- !fx_exhaustFlame_yellow_tiny = DELETE !sound_vent_medium = DELETE !sound_rocket_mini = DELETE !sound_vent_soft = DELETE // --- editor parameters --- @cost *= 2 @title = SnubOtron 2 @description = Recent demand for an even smaller Sepatron has led to the quick development of the SnubOtron 2, a snappy little rocket aptly described as, "About half as good as a sepatron in nearly every way." %attachRules = 1,0,1,0,0 // --- standard part parameters --- @mass *= 2 !EFFECTS {} EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/LES_Thruster transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX @engineID = SnubOTron !flameoutEffectName = DELETE !runningEffectName = DELETE !powerEffectName = DELETE !engageEffectName = DELETE !disengageEffectName = DELETE !directThrottleEffectName = DELETE } @RESOURCE[SolidFuel] { @amount /= 2 @maxAmount /= 2 } }
  23. More then likely it would have been the Buran Shuttle if any, dragon put the CSS on his page for it but don't remember it ever being a requirement for the ISS when it was started.
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